WebGL 规范(WebGL Specification)
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本规范描述一个附加的渲染上下文和支持对象,用于 HTML 5 canvas 元素 [CANVAS]。该上下文允许使用符合 OpenGL ES 2.0 API 的一套 API 进行渲染。
This specification describes an additional rendering context and support objects for the HTML 5 canvas element [CANVAS]. This context allows rendering using an API that conforms closely to the OpenGL ES 2.0 API.
欢迎通过归档的 WebGL 邮件列表 [email protected] (查看 指导) 展开对本文档的公开讨论。
Public discussion of this specification is welcome on the (archived) WebGL mailing list [email protected] (see instructions).
WebGL™ is an immediate mode 3D rendering API designed for the web. It is derived from OpenGL® ES 2.0, and provides similar rendering functionality, but in an HTML context. WebGL is designed as a rendering context for the HTML Canvas element. The HTML Canvas provides a destination for programmatic rendering in web pages, and allows for performing that rendering using different rendering APIs. The only such interface described as part of the Canvas specification is the 2D canvas rendering context, CanvasRenderingContext2D. This document describes another such interface, WebGLRenderingContext, which presents the WebGL API.
The immediate mode nature of the API is a divergence from most web APIs. Given the many use cases of 3D graphics, WebGL chooses the approach of providing flexible primitives that can be applied to any use case. Libraries can provide an API on top of WebGL that is more tailored to specific areas, thus adding a convenience layer to WebGL that can accelerate and simplify development. However, because of its OpenGL ES 2.0 heritage, it should be straightforward for developers familiar with modern desktop OpenGL or OpenGL ES 2.0 development to transition to WebGL development.
Many functions described in this document contain links to OpenGL ES man pages. While every effort is made to make these pages match the OpenGL ES 2.0 specification[GLES20], they may contain errors. In the case of a contradiction, the OpenGL ES 2.0 specification is the final authority.
The remaining sections of this document are intended to be read in conjunction with the OpenGL ES 2.0 specification (2.0.25 at the time of this writing, available from theKhronos OpenGL ES API Registry). Unless otherwise specified, the behavior of each method is defined by the OpenGL ES 2.0 specification. This specification may diverge from OpenGL ES 2.0 in order to ensure interoperability or security, often defining areas that OpenGL ES 2.0 leaves implementation-defined. These differences are summarized in the Differences Between WebGL and OpenGL ES 2.0 section.
Before using the WebGL API, the author must obtain a WebGLRenderingContext
object for a given HTMLCanvasElement [CANVAS] as described below. This object is used to manage OpenGL state and render to the drawing buffer, which must be created at the time of context creation.
Each WebGLRenderingContext
has an associated canvas, set upon creation, which is a canvas [CANVAS].
Each WebGLRenderingContext
has context creation parameters, set upon creation, in a WebGLContextAttributes
object.
Each WebGLRenderingContext
has actual context parameters, set each time the drawing buffer is created, in a WebGLContextAttributes
object.
Each WebGLRenderingContext
has a webgl context lost flag, which is initially unset.
When the getContext()
method of a canvas
element is to return a new object for the contextId webgl
[CANVASCONTEXTS], the user agent must perform the following steps:
WebGLRenderingContext
object, context.getContext()
method is associated with.WebGLContextAttributes
object, contextAttributes.getContext()
was invoked with a second argument, options, set the attributes of contextAttributes from those specified in options.The drawing buffer into which the API calls are rendered shall be defined upon creation of the WebGLRenderingContext object. The following description defines how tocreate a drawing buffer.
The table below shows all the buffers which make up the drawing buffer, along with their minimum sizes and whether they are defined or not by default. The size of this drawing buffer shall be determined by the width
and height
attributes of the HTMLCanvasElement. The table below also shows the value to which these buffers shall be cleared when first created, when the size is changed, or after presentation when the preserveDrawingBuffer
context creation attribute is false
.
Buffer | Clear value | Minimum size | Defined by default? |
---|---|---|---|
Color | (0, 0, 0, 0) | 8 bits per component | yes |
Depth | 1.0 | 16 bit integer | yes |
Stencil | 0 | 8 bits | no |
If the requested width or height cannot be satisfied, either when the drawing buffer is first created or when the width
and height
attributes of theHTMLCanvasElement
are changed, a drawing buffer with smaller dimensions shall be created. The dimensions actually used are implementation dependent and there is no guarantee that a buffer with the same aspect ratio will be created. The actual drawing buffer size can be obtained from the drawingBufferWidth
anddrawingBufferHeight
attributes.
A WebGL implementation must not perform any automatic scaling of the size of the drawing buffer on high-definition displays. The context's drawingBufferWidth
anddrawingBufferHeight
must match the canvas's width
and height
attributes as closely as possible, modulo implementation-dependent constraints.
The constraint above does not change the amount of space the canvas element consumes on the web page, even on a high-definition display. The canvas's intrinsic dimensions [CANVAS] equal the size of its coordinate space, with the numbers interpreted in CSS pixels, and CSS pixels are resolution-independent [CSS].
A WebGL application can achieve a 1:1 ratio between drawing buffer pixels and on-screen pixels on high-definition displays by examining properties likewindow.devicePixelRatio
, scaling the canvas's width
and height
by that factor, and setting its CSS width and height to the original width and height. An application can simulate the effect of running on a higher-resolution display simply by scaling up the canvas's width
and height
properties.
The optional WebGLContextAttributes object may be used to change whether or not the buffers are defined. It can also be used to define whether the color buffer will include an alpha channel. If defined, the alpha channel is used by the HTML compositor to combine the color buffer with the rest of the page. The WebGLContextAttributes object is only used on the first call to getContext
. No facility is provided to change the attributes of the drawing buffer after its creation.
The depth
, stencil
and antialias
attributes, when set to true, are requests, not requirements. The WebGL implementation should make a best effort to honor them. When any of these attributes is set to false, however, the WebGL implementation must not provide the associated functionality. Combinations of attributes not supported by the WebGL implementation or graphics hardware shall not cause a failure to create a WebGLRenderingContext. The actual context parameters are set to the attributes of the created drawing buffer. The alpha
, premultipliedAlpha
and preserveDrawingBuffer
attributes must be obeyed by the WebGL implementation.
WebGL presents its drawing buffer to the HTML page compositor immediately before a compositing operation, but only if clear
, drawArrays
or drawElements
have been called since the last compositing operation, while the drawing buffer is the currently bound framebuffer. Before the drawing buffer is presented for compositing the implementation shall ensure that all rendering operations have been flushed to the drawing buffer. By default, after compositing the contents of the drawing buffer shall be cleared to their default values, as shown in the table above.
This default behavior can be changed by setting the preserveDrawingBuffer
attribute of the WebGLContextAttributes object. If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them. If this flag is false, attempting to perform operations using this context as a source image after the rendering function has returned can lead to undefined behavior. This includes readPixels
or toDataURL
calls, or using this context as the source image of another context's texImage2D
or drawImage
call.
While it is sometimes desirable to preserve the drawing buffer, it can cause significant performance loss on some platforms. Whenever possible this flag should remain false and other techniques used. Techniques like synchronous drawing buffer access (e.g., calling readPixels
or toDataURL
in the same function that renders to the drawing buffer) can be used to get the contents of the drawing buffer. If the author needs to render to the same drawing buffer over a series of calls, a Framebuffer Object can be used.
Implementations may optimize away the required implicit clear operation of the Drawing Buffer as long as a guarantee can be made that the author cannot gain access to buffer contents from another process. For instance, if the author performs an explicit clear then the implicit clear is not needed.
OpenGL manages a rectangular viewport as part of its state which defines the placement of the rendering results in the drawing buffer. Upon creation of WebGL contextcontext, the viewport is initialized to a rectangle with origin at (0, 0) and width and height equal to (context.drawingBufferWidth, context.drawingBufferHeight).
A WebGL implementation shall not affect the state of the OpenGL viewport in response to resizing of the canvas element.
var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
Rationale: automatically setting the viewport will interfere with applications that set it manually. Applications are expected to use onresize
handlers to respond to changes in size of the canvas and set the OpenGL viewport in turn.
The OpenGL API allows the application to modify the blending modes used during rendering, and for this reason allows control over how alpha values in the drawing buffer are interpreted; see the premultipliedAlpha
parameter in the WebGLContextAttributes section.
The HTML Canvas APIs toDataURL
and drawImage
must respect the premultipliedAlpha
context creation parameter. When toDataURL
is called against a Canvas into which WebGL content is being rendered, then if the requested image format does not specify premultiplied alpha and the WebGL context has the premultipliedAlpha
parameter set to true, then the pixel values must be de-multiplied; i.e., the color channels are divided by the alpha channel. Note that this operation is lossy.
Passing a WebGL-rendered Canvas to the drawImage
method of CanvasRenderingContext2D
may or may not need to modify the the rendered WebGL content during the drawing operation, depending on the premultiplication needs of the CanvasRenderingContext2D
implementation.
When passing a WebGL-rendered Canvas to the texImage2D
API, then depending on the setting of the premultipliedAlpha
context creation parameter of the passed canvas and the UNPACK_PREMULTIPLY_ALPHA_WEBGL
pixel store parameter of the destination WebGL context, the pixel data may need to be changed to or from premultiplied form.
OpenGL manages several types of resources as part of its state. These are identified by integer object names and are obtained from OpenGL by various creation calls. In contrast WebGL represents these resources as DOM objects. Each object is derived from the WebGLObject interface. Currently supported resources are: textures, buffers (i.e., VBOs), framebuffers, renderbuffers, shaders and programs. The WebGLRenderingContext interface has a method to create a WebGLObject subclass for each type. Data from the underlying graphics library are stored in these objects and are fully managed by them. The resources represented by these objects are guaranteed to exist as long as the object exists. Furthermore, the DOM object is guaranteed to exist as long as the author has an explicit valid reference to it or as long as it is bound by the underlying graphics library. When none of these conditions exist the user agent can, at any point, delete the object using the equivalent of a delete call (e.g., deleteTexture). If authors wish to control when the underlying resource is released then the delete call can be made explicitly.
WebGL resources such as textures and vertex buffer objects (VBOs) must always contain initialized data, even if they were created without initial user data values. Creating a resource without initial values is commonly used to reserve space for a texture or VBO, which is then modified using texSubImage
or bufferSubData
calls. If initial data is not provided to these calls, the WebGL implementation must initialize their contents to 0; depth renderbuffers must be cleared to the default 1.0 clear depth. This may require creating a zeroed temporary buffer the size of a requested VBO, so that it can be initialized correctly. All other forms of loading data into a texture or VBO involve either ArrayBuffers or DOM objects such as images, and are therefore already required to be initialized.
When WebGL resources are accessed by shaders through a call such as drawElements
or drawArrays
, the WebGL implementation must ensure that the shader cannot access either out of bounds or uninitialized data. See Enabled Vertex Attributes and Range Checking for restrictions which must be enforced by the WebGL implementation.
In order to prevent information leakage, WebGL disallows uploading as textures:
If the texImage2D
or texSubImage2D
method is called with otherwise correct arguments and an HTMLImageElement
, HTMLVideoElement
, or HTMLCanvasElement
violating these restrictions, a SECURITY_ERR
exception must be thrown.
WebGL necessarily imposes stronger restrictions on the use of cross-domain media than other APIs such as the 2D canvas rendering context, because shaders can be used to indirectly deduce the contents of textures which have been uploaded to the GPU.
WebGL applications may utilize images and videos that come from other domains, with the cooperation of the server hosting the media, using Cross-Origin Resource Sharing [CORS]. In order to use such media, the application needs to explicitly request permission to do so, and the server needs to explicitly grant permission. Successful CORS-enabled fetches of image and video elements from other domains cause the origin of these elements to be set to that of the containing Document[HTML].
The following ECMAScript example demonstrates how to issue a CORS request for an image coming from another domain. The image is fetched from the server without any credentials, i.e., cookies.
var gl = ...; var image = new Image(); // The onload handler should be set to a function which uploads the HTMLImageElement // using texImage2D or texSubImage2D. image.onload = ...; image.crossOrigin = "anonymous"; image.src = "http://other-domain.com/image.jpg";
Note that these rules imply that the origin-clean flag for a canvas rendered using WebGL will never be set to false.
For more information on issuing CORS requests for image and video elements, consult:
img
element [HTML]A WebGL implementation must only accept shaders which conform to The OpenGL ES Shading Language, Version 1.00 [GLES20GLSL], and which do not exceed the minimum functionality mandated in Sections 4 and 5 of Appendix A. In particular:
for
loops must conform to the structural constraints in Appendix A.while
and do-while
loops are disallowed, since they are optional in Appendix A.In addition to the reserved identifiers in the aforementioned specification, identifiers starting with "webgl_" and "_webgl_" are reserved for use by WebGL. A shader which declares a function, variable, structure name, or structure field starting with these prefixes must not be allowed to load.
It is possible to create, either intentionally or unintentionally, combinations of shaders and geometry that take an undesirably long time to render. This issue is analogous to that of long-running scripts, for which user agents already have safeguards. However, long-running draw calls can cause loss of interactivity for the entire window system, not just the user agent.
In the general case it is not possible to impose limits on the structure of incoming shaders to guard against this problem. Experimentation has shown that even very strict structural limits are insufficient to prevent long rendering times, and such limits would prevent shader authors from implementing common algorithms.
User agents should implement safeguards to prevent excessively long rendering times and associated loss of interactivity. Suggested safeguards include:
The supporting infrastructure at the OS and graphics API layer is expected to improve over time, which is why the exact nature of these safeguards is not specified.
Shaders must not be allowed to read or write array elements that lie outside the bounds of the array. This includes any variable of array type, as well as vector or matrix types such as vec3
or mat4
when accessed using array subscripting syntax. If detected during compilation, such accesses must generate an error and prevent the shader from compiling. Otherwise, at runtime they shall return zero or the value at any valid index of the same array.
See Supported GLSL Constructs for more information on restrictions which simplify static analysis of the array indexing operations in shaders.
This section describes the interfaces and functionality added to the DOM to support runtime access to the functionality described above.
The following types are used in all interfaces in the following section.
typedef unsigned long GLenum; typedef boolean GLboolean; typedef unsigned long GLbitfield; typedef byte GLbyte; /* 'byte' should be a signed 8 bit type. */ typedef short GLshort; typedef long GLint; typedef long GLsizei; typedef long long GLintptr; typedef long long GLsizeiptr; // Ideally the typedef below would use 'unsigned byte', but that doesn't currently exist in Web IDL. typedef octet GLubyte; /* 'octet' should be an unsigned 8 bit type. */ typedef unsigned short GLushort; typedef unsigned long GLuint; typedef unrestricted float GLfloat; typedef unrestricted float GLclampf;
The WebGLContextAttributes
dictionary contains drawing surface attributes and is passed as the second parameter to getContext
.
dictionary WebGLContextAttributes { GLboolean alpha = true; GLboolean depth = true; GLboolean stencil = false; GLboolean antialias = true; GLboolean premultipliedAlpha = true; GLboolean preserveDrawingBuffer = false; };
The following list describes each attribute in the WebGLContextAttributes object and its use. For each attribute the default value is shown. The default value is used either if no second parameter is passed to getContext
, or if a user object is passed which has no attribute of the given name.
premultipliedAlpha
flag.
On some hardware setting the preserveDrawingBuffer
flag to true can have significant performance implications.
getContext
. It assumes the presence of a canvas element named "canvas1" on the page.
var canvas = document.getElementById('canvas1'); var context = canvas.getContext('webgl', { antialias: false, stencil: true });
The WebGLObject
interface is the parent interface for all GL objects.
Each WebGLObject
has an invalidated flag, which is initially unset.
interface WebGLObject { };
The WebGLBuffer
interface represents an OpenGL Buffer Object. The underlying object is created as if by calling glGenBuffers (OpenGL ES 2.0 §2.9, man page) , bound as if by calling glBindBuffer (OpenGL ES 2.0 §2.9, man page) and destroyed as if by calling glDeleteBuffers (OpenGL ES 2.0 §2.9, man page) .
interface WebGLBuffer : WebGLObject { };
The WebGLFramebuffer
interface represents an OpenGL Framebuffer Object. The underlying object is created as if by calling glGenFramebuffers (OpenGL ES 2.0 §4.4.1, man page) , bound as if by calling glBindFramebuffer (OpenGL ES 2.0 §4.4.1, man page) and destroyed as if by calling glDeleteFramebuffers (OpenGL ES 2.0 §4.4.1, man page) .
interface WebGLFramebuffer : WebGLObject { };
The WebGLProgram
interface represents an OpenGL Program Object. The underlying object is created as if by calling glCreateProgram (OpenGL ES 2.0 §2.10.3, man page) , used as if by calling glUseProgram (OpenGL ES 2.0 §2.10.3, man page) and destroyed as if by calling glDeleteProgram (OpenGL ES 2.0 §2.10.3, man page) .
interface WebGLProgram : WebGLObject { };
The WebGLRenderbuffer
interface represents an OpenGL Renderbuffer Object. The underlying object is created as if by calling glGenRenderbuffers (OpenGL ES 2.0 §4.4.3,man page) , bound as if by calling glBindRenderbuffer (OpenGL ES 2.0 §4.4.3, man page) and destroyed as if by calling glDeleteRenderbuffers (OpenGL ES 2.0 §4.4.3, man page) .
interface WebGLRenderbuffer : WebGLObject { };
The WebGLShader
interface represents an OpenGL Shader Object. The underlying object is created as if by calling glCreateShader (OpenGL ES 2.0 §2.10.1, man page) , attached to a Program as if by calling glAttachShader (OpenGL ES 2.0 §2.10.3, man page) and destroyed as if by calling glDeleteShader (OpenGL ES 2.0 §2.10.1, man page) .
interface WebGLShader : WebGLObject { };
The WebGLTexture
interface represents an OpenGL Texture Object. The underlying object is created as if by calling glGenTextures (OpenGL ES 2.0 §3.7.13, man page) , bound as if by calling glBindTexture (OpenGL ES 2.0 §3.7.13, man page) and destroyed as if by calling glDeleteTextures (OpenGL ES 2.0 §3.7.13, man page) .
interface WebGLTexture : WebGLObject { };
The WebGLUniformLocation
interface represents the location of a uniform variable in a shader program.
interface WebGLUniformLocation { };
The WebGLActiveInfo
interface represents the information returned from the getActiveAttrib and getActiveUniform calls.
interface WebGLActiveInfo { readonly attribute GLint size; readonly attribute GLenum type; readonly attribute DOMString name; };
The following attributes are available:
size
of type
GLint
type
of type
GLenum
name
of type
DOMString
The WebGLShaderPrecisionFormat
interface represents the information returned from the getShaderPrecisionFormat call.
interface WebGLShaderPrecisionFormat { readonly attribute GLint rangeMin; readonly attribute GLint rangeMax; readonly attribute GLint precision; };
The following attributes are available:
rangeMin
of type
GLint
rangeMax
of type
GLint
precision
of type
GLint
Vertex, index, texture, and other data is transferred to the WebGL implementation using the ArrayBuffer and views defined in the Typed Array specification[TYPEDARRAYS].
Typed Arrays support the creation of interleaved, heterogeneous vertex data; uploading of distinct blocks of data into a large vertex buffer object; and most other use cases required by OpenGL programs.
var numVertices = 100; // for example // Compute the size needed for the buffer, in bytes and floats var vertexSize = 3 * Float32Array.BYTES_PER_ELEMENT + 4 * Uint8Array.BYTES_PER_ELEMENT; var vertexSizeInFloats = vertexSize / Float32Array.BYTES_PER_ELEMENT; // Allocate the buffer var buf = new ArrayBuffer(numVertices * vertexSize); // Map this buffer to a Float32Array to access the positions var positionArray = new Float32Array(buf); // Map the same buffer to a Uint8Array to access the color var colorArray = new Uint8Array(buf); // Set up the initial offset of the vertices and colors within the buffer var positionIdx = 0; var colorIdx = 3 * Float32Array.BYTES_PER_ELEMENT; // Initialize the buffer for (var i = 0; i < numVertices; i++) { positionArray[positionIdx] = ...; positionArray[positionIdx + 1] = ...; positionArray[positionIdx + 2] = ...; colorArray[colorIdx] = ...; colorArray[colorIdx + 1] = ...; colorArray[colorIdx + 2] = ...; colorArray[colorIdx + 3] = ...; positionIdx += vertexSizeInFloats; colorIdx += vertexSize; }
The WebGLRenderingContext
represents the API allowing OpenGL ES 2.0 style rendering into the canvas element.
Before performing the implementation of any method of the WebGLRenderingContext
interface or any method of an interface returned by the getExtension
method, the following steps must be performed:
[WebGLHandlesContextLoss]
extended attribute appears on the called method, perform the implementation of the called method, return its result and terminate these steps.WebGLObject
with its invalidated flag set, generate an INVALID_OPERATION
error and let use default return value be true.any
or any nullable type, return null.See the context lost event for further details.
interface WebGLRenderingContext { /* ClearBufferMask */ const GLenum DEPTH_BUFFER_BIT = 0x00000100; const GLenum STENCIL_BUFFER_BIT = 0x00000400; const GLenum COLOR_BUFFER_BIT = 0x00004000; /* BeginMode */ const GLenum POINTS = 0x0000; const GLenum LINES = 0x0001; const GLenum LINE_LOOP = 0x0002; const GLenum LINE_STRIP = 0x0003; const GLenum TRIANGLES = 0x0004; const GLenum TRIANGLE_STRIP = 0x0005; const GLenum TRIANGLE_FAN = 0x0006; /* AlphaFunction (not supported in ES20) */ /* NEVER */ /* LESS */ /* EQUAL */ /* LEQUAL */ /* GREATER */ /* NOTEQUAL */ /* GEQUAL */ /* ALWAYS */ /* BlendingFactorDest */ const GLenum ZERO = 0; const GLenum ONE = 1; const GLenum SRC_COLOR = 0x0300; const GLenum ONE_MINUS_SRC_COLOR = 0x0301; const GLenum SRC_ALPHA = 0x0302; const GLenum ONE_MINUS_SRC_ALPHA = 0x0303; const GLenum DST_ALPHA = 0x0304; const GLenum ONE_MINUS_DST_ALPHA = 0x0305; /* BlendingFactorSrc */ /* ZERO */ /* ONE */ const GLenum DST_COLOR = 0x0306; const GLenum ONE_MINUS_DST_COLOR = 0x0307; const GLenum SRC_ALPHA_SATURATE = 0x0308; /* SRC_ALPHA */ /* ONE_MINUS_SRC_ALPHA */ /* DST_ALPHA */ /* ONE_MINUS_DST_ALPHA */ /* BlendEquationSeparate */ const GLenum FUNC_ADD = 0x8006; const GLenum BLEND_EQUATION = 0x8009; const GLenum BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */ const GLenum BLEND_EQUATION_ALPHA = 0x883D; /* BlendSubtract */ const GLenum FUNC_SUBTRACT = 0x800A; const GLenum FUNC_REVERSE_SUBTRACT = 0x800B; /* Separate Blend Functions */ const GLenum BLEND_DST_RGB = 0x80C8; const GLenum BLEND_SRC_RGB = 0x80C9; const GLenum BLEND_DST_ALPHA = 0x80CA; const GLenum BLEND_SRC_ALPHA = 0x80CB; const GLenum CONSTANT_COLOR = 0x8001; const GLenum ONE_MINUS_CONSTANT_COLOR = 0x8002; const GLenum CONSTANT_ALPHA = 0x8003; const GLenum ONE_MINUS_CONSTANT_ALPHA = 0x8004; const GLenum BLEND_COLOR = 0x8005; /* Buffer Objects */ const GLenum ARRAY_BUFFER = 0x8892; const GLenum ELEMENT_ARRAY_BUFFER = 0x8893; const GLenum ARRAY_BUFFER_BINDING = 0x8894; const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895; const GLenum STREAM_DRAW = 0x88E0; const GLenum STATIC_DRAW = 0x88E4; const GLenum DYNAMIC_DRAW = 0x88E8; const GLenum BUFFER_SIZE = 0x8764; const GLenum BUFFER_USAGE = 0x8765; const GLenum CURRENT_VERTEX_ATTRIB = 0x8626; /* CullFaceMode */ const GLenum FRONT = 0x0404; const GLenum BACK = 0x0405; const GLenum FRONT_AND_BACK = 0x0408; /* DepthFunction */ /* NEVER */ /* LESS */ /* EQUAL */ /* LEQUAL */ /* GREATER */ /* NOTEQUAL */ /* GEQUAL */ /* ALWAYS */ /* EnableCap */ /* TEXTURE_2D */ const GLenum CULL_FACE = 0x0B44; const GLenum BLEND = 0x0BE2; const GLenum DITHER = 0x0BD0; const GLenum STENCIL_TEST = 0x0B90; const GLenum DEPTH_TEST = 0x0B71; const GLenum SCISSOR_TEST = 0x0C11; const GLenum POLYGON_OFFSET_FILL = 0x8037; const GLenum SAMPLE_ALPHA_TO_COVERAGE = 0x809E; const GLenum SAMPLE_COVERAGE = 0x80A0; /* ErrorCode */ const GLenum NO_ERROR = 0; const GLenum INVALID_ENUM = 0x0500; const GLenum INVALID_VALUE = 0x0501; const GLenum INVALID_OPERATION = 0x0502; const GLenum OUT_OF_MEMORY = 0x0505; /* FrontFaceDirection */ const GLenum CW = 0x0900; const GLenum CCW = 0x0901; /* GetPName */ const GLenum LINE_WIDTH = 0x0B21; const GLenum ALIASED_POINT_SIZE_RANGE = 0x846D; const GLenum ALIASED_LINE_WIDTH_RANGE = 0x846E; const GLenum CULL_FACE_MODE = 0x0B45; const GLenum FRONT_FACE = 0x0B46; const GLenum DEPTH_RANGE = 0x0B70; const GLenum DEPTH_WRITEMASK = 0x0B72; const GLenum DEPTH_CLEAR_VALUE = 0x0B73; const GLenum DEPTH_FUNC = 0x0B74; const GLenum STENCIL_CLEAR_VALUE = 0x0B91; const GLenum STENCIL_FUNC = 0x0B92; const GLenum STENCIL_FAIL = 0x0B94; const GLenum STENCIL_PASS_DEPTH_FAIL = 0x0B95; const GLenum STENCIL_PASS_DEPTH_PASS = 0x0B96; const GLenum STENCIL_REF = 0x0B97; const GLenum STENCIL_VALUE_MASK = 0x0B93; const GLenum STENCIL_WRITEMASK = 0x0B98; const GLenum STENCIL_BACK_FUNC = 0x8800; const GLenum STENCIL_BACK_FAIL = 0x8801; const GLenum STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802; const GLenum STENCIL_BACK_PASS_DEPTH_PASS = 0x8803; const GLenum STENCIL_BACK_REF = 0x8CA3; const GLenum STENCIL_BACK_VALUE_MASK = 0x8CA4; const GLenum STENCIL_BACK_WRITEMASK = 0x8CA5; const GLenum VIEWPORT = 0x0BA2; const GLenum SCISSOR_BOX = 0x0C10; /* SCISSOR_TEST */ const GLenum COLOR_CLEAR_VALUE = 0x0C22; const GLenum COLOR_WRITEMASK = 0x0C23; const GLenum UNPACK_ALIGNMENT = 0x0CF5; const GLenum PACK_ALIGNMENT = 0x0D05; const GLenum MAX_TEXTURE_SIZE = 0x0D33; const GLenum MAX_VIEWPORT_DIMS = 0x0D3A; const GLenum SUBPIXEL_BITS = 0x0D50; const GLenum RED_BITS = 0x0D52; const GLenum GREEN_BITS = 0x0D53; const GLenum BLUE_BITS = 0x0D54; const GLenum ALPHA_BITS = 0x0D55; const GLenum DEPTH_BITS = 0x0D56; const GLenum STENCIL_BITS = 0x0D57; const GLenum POLYGON_OFFSET_UNITS = 0x2A00; /* POLYGON_OFFSET_FILL */ const GLenum POLYGON_OFFSET_FACTOR = 0x8038; const GLenum TEXTURE_BINDING_2D = 0x8069; const GLenum SAMPLE_BUFFERS = 0x80A8; const GLenum SAMPLES = 0x80A9; const GLenum SAMPLE_COVERAGE_VALUE = 0x80AA; const GLenum SAMPLE_COVERAGE_INVERT = 0x80AB; /* GetTextureParameter */ /* TEXTURE_MAG_FILTER */ /* TEXTURE_MIN_FILTER */ /* TEXTURE_WRAP_S */ /* TEXTURE_WRAP_T */ const GLenum COMPRESSED_TEXTURE_FORMATS = 0x86A3; /* HintMode */ const GLenum DONT_CARE = 0x1100; const GLenum FASTEST = 0x1101; const GLenum NICEST = 0x1102; /* HintTarget */ const GLenum GENERATE_MIPMAP_HINT = 0x8192; /* DataType */ const GLenum BYTE = 0x1400; const GLenum UNSIGNED_BYTE = 0x1401; const GLenum SHORT = 0x1402; const GLenum UNSIGNED_SHORT = 0x1403; const GLenum INT = 0x1404; const GLenum UNSIGNED_INT = 0x1405; const GLenum FLOAT = 0x1406; /* PixelFormat */ const GLenum DEPTH_COMPONENT = 0x1902; const GLenum ALPHA = 0x1906; const GLenum RGB = 0x1907; const GLenum RGBA = 0x1908; const GLenum LUMINANCE = 0x1909; const GLenum LUMINANCE_ALPHA = 0x190A; /* PixelType */ /* UNSIGNED_BYTE */ const GLenum UNSIGNED_SHORT_4_4_4_4 = 0x8033; const GLenum UNSIGNED_SHORT_5_5_5_1 = 0x8034; const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363; /* Shaders */ const GLenum FRAGMENT_SHADER = 0x8B30; const GLenum VERTEX_SHADER = 0x8B31; const GLenum MAX_VERTEX_ATTRIBS = 0x8869; const GLenum MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB; const GLenum MAX_VARYING_VECTORS = 0x8DFC; const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D; const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C; const GLenum MAX_TEXTURE_IMAGE_UNITS = 0x8872; const GLenum MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD; const GLenum SHADER_TYPE = 0x8B4F; const GLenum DELETE_STATUS = 0x8B80; const GLenum LINK_STATUS = 0x8B82; const GLenum VALIDATE_STATUS = 0x8B83; const GLenum ATTACHED_SHADERS = 0x8B85; const GLenum ACTIVE_UNIFORMS = 0x8B86; const GLenum ACTIVE_ATTRIBUTES = 0x8B89; const GLenum SHADING_LANGUAGE_VERSION = 0x8B8C; const GLenum CURRENT_PROGRAM = 0x8B8D; /* StencilFunction */ const GLenum NEVER = 0x0200; const GLenum LESS = 0x0201; const GLenum EQUAL = 0x0202; const GLenum LEQUAL = 0x0203; const GLenum GREATER = 0x0204; const GLenum NOTEQUAL = 0x0205; const GLenum GEQUAL = 0x0206; const GLenum ALWAYS = 0x0207; /* StencilOp */ /* ZERO */ const GLenum KEEP = 0x1E00; const GLenum REPLACE = 0x1E01; const GLenum INCR = 0x1E02; const GLenum DECR = 0x1E03; const GLenum INVERT = 0x150A; const GLenum INCR_WRAP = 0x8507; const GLenum DECR_WRAP = 0x8508; /* StringName */ const GLenum VENDOR = 0x1F00; const GLenum RENDERER = 0x1F01; const GLenum VERSION = 0x1F02; /* TextureMagFilter */ const GLenum NEAREST = 0x2600; const GLenum LINEAR = 0x2601; /* TextureMinFilter */ /* NEAREST */ /* LINEAR */ const GLenum NEAREST_MIPMAP_NEAREST = 0x2700; const GLenum LINEAR_MIPMAP_NEAREST = 0x2701; const GLenum NEAREST_MIPMAP_LINEAR = 0x2702; const GLenum LINEAR_MIPMAP_LINEAR = 0x2703; /* TextureParameterName */ const GLenum TEXTURE_MAG_FILTER = 0x2800; const GLenum TEXTURE_MIN_FILTER = 0x2801; const GLenum TEXTURE_WRAP_S = 0x2802; const GLenum TEXTURE_WRAP_T = 0x2803; /* TextureTarget */ const GLenum TEXTURE_2D = 0x0DE1; const GLenum TEXTURE = 0x1702; const GLenum TEXTURE_CUBE_MAP = 0x8513; const GLenum TEXTURE_BINDING_CUBE_MAP = 0x8514; const GLenum TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A; const GLenum MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C; /* TextureUnit */ const GLenum TEXTURE0 = 0x84C0; const GLenum TEXTURE1 = 0x84C1; const GLenum TEXTURE2 = 0x84C2; const GLenum TEXTURE3 = 0x84C3; const GLenum TEXTURE4 = 0x84C4; const GLenum TEXTURE5 = 0x84C5; const GLenum TEXTURE6 = 0x84C6; const GLenum TEXTURE7 = 0x84C7; const GLenum TEXTURE8 = 0x84C8; const GLenum TEXTURE9 = 0x84C9; const GLenum TEXTURE10 = 0x84CA; const GLenum TEXTURE11 = 0x84CB; const GLenum TEXTURE12 = 0x84CC; const GLenum TEXTURE13 = 0x84CD; const GLenum TEXTURE14 = 0x84CE; const GLenum TEXTURE15 = 0x84CF; const GLenum TEXTURE16 = 0x84D0; const GLenum TEXTURE17 = 0x84D1; const GLenum TEXTURE18 = 0x84D2; const GLenum TEXTURE19 = 0x84D3; const GLenum TEXTURE20 = 0x84D4; const GLenum TEXTURE21 = 0x84D5; const GLenum TEXTURE22 = 0x84D6; const GLenum TEXTURE23 = 0x84D7; const GLenum TEXTURE24 = 0x84D8; const GLenum TEXTURE25 = 0x84D9; const GLenum TEXTURE26 = 0x84DA; const GLenum TEXTURE27 = 0x84DB; const GLenum TEXTURE28 = 0x84DC; const GLenum TEXTURE29 = 0x84DD; const GLenum TEXTURE30 = 0x84DE; const GLenum TEXTURE31 = 0x84DF; const GLenum ACTIVE_TEXTURE = 0x84E0; /* TextureWrapMode */ const GLenum REPEAT = 0x2901; const GLenum CLAMP_TO_EDGE = 0x812F; const GLenum MIRRORED_REPEAT = 0x8370; /* Uniform Types */ const GLenum FLOAT_VEC2 = 0x8B50; const GLenum FLOAT_VEC3 = 0x8B51; const GLenum FLOAT_VEC4 = 0x8B52; const GLenum INT_VEC2 = 0x8B53; const GLenum INT_VEC3 = 0x8B54; const GLenum INT_VEC4 = 0x8B55; const GLenum BOOL = 0x8B56; const GLenum BOOL_VEC2 = 0x8B57; const GLenum BOOL_VEC3 = 0x8B58; const GLenum BOOL_VEC4 = 0x8B59; const GLenum FLOAT_MAT2 = 0x8B5A; const GLenum FLOAT_MAT3 = 0x8B5B; const GLenum FLOAT_MAT4 = 0x8B5C; const GLenum SAMPLER_2D = 0x8B5E; const GLenum SAMPLER_CUBE = 0x8B60; /* Vertex Arrays */ const GLenum VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622; const GLenum VERTEX_ATTRIB_ARRAY_SIZE = 0x8623; const GLenum VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624; const GLenum VERTEX_ATTRIB_ARRAY_TYPE = 0x8625; const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A; const GLenum VERTEX_ATTRIB_ARRAY_POINTER = 0x8645; const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F; /* Shader Source */ const GLenum COMPILE_STATUS = 0x8B81; /* Shader Precision-Specified Types */ const GLenum LOW_FLOAT = 0x8DF0; const GLenum MEDIUM_FLOAT = 0x8DF1; const GLenum HIGH_FLOAT = 0x8DF2; const GLenum LOW_INT = 0x8DF3; const GLenum MEDIUM_INT = 0x8DF4; const GLenum HIGH_INT = 0x8DF5; /* Framebuffer Object. */ const GLenum FRAMEBUFFER = 0x8D40; const GLenum RENDERBUFFER = 0x8D41; const GLenum RGBA4 = 0x8056; const GLenum RGB5_A1 = 0x8057; const GLenum RGB565 = 0x8D62; const GLenum DEPTH_COMPONENT16 = 0x81A5; const GLenum STENCIL_INDEX = 0x1901; const GLenum STENCIL_INDEX8 = 0x8D48; const GLenum DEPTH_STENCIL = 0x84F9; const GLenum RENDERBUFFER_WIDTH = 0x8D42; const GLenum RENDERBUFFER_HEIGHT = 0x8D43; const GLenum RENDERBUFFER_INTERNAL_FORMAT = 0x8D44; const GLenum RENDERBUFFER_RED_SIZE = 0x8D50; const GLenum RENDERBUFFER_GREEN_SIZE = 0x8D51; const GLenum RENDERBUFFER_BLUE_SIZE = 0x8D52; const GLenum RENDERBUFFER_ALPHA_SIZE = 0x8D53; const GLenum RENDERBUFFER_DEPTH_SIZE = 0x8D54; const GLenum RENDERBUFFER_STENCIL_SIZE = 0x8D55; const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0; const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1; const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2; const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3; const GLenum COLOR_ATTACHMENT0 = 0x8CE0; const GLenum DEPTH_ATTACHMENT = 0x8D00; const GLenum STENCIL_ATTACHMENT = 0x8D20; const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A; const GLenum NONE = 0; const GLenum FRAMEBUFFER_COMPLETE = 0x8CD5; const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6; const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7; const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9; const GLenum FRAMEBUFFER_UNSUPPORTED = 0x8CDD; const GLenum FRAMEBUFFER_BINDING = 0x8CA6; const GLenum RENDERBUFFER_BINDING = 0x8CA7; const GLenum MAX_RENDERBUFFER_SIZE = 0x84E8; const GLenum INVALID_FRAMEBUFFER_OPERATION = 0x0506; /* WebGL-specific enums */ const GLenum UNPACK_FLIP_Y_WEBGL = 0x9240; const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; const GLenum CONTEXT_LOST_WEBGL = 0x9242; const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243; const GLenum BROWSER_DEFAULT_WEBGL = 0x9244; readonly attribute HTMLCanvasElement canvas; readonly attribute GLsizei drawingBufferWidth; readonly attribute GLsizei drawingBufferHeight; [WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes(); [WebGLHandlesContextLoss] boolean isContextLost(); sequence<DOMString>? getSupportedExtensions(); object? getExtension(DOMString name); void activeTexture(GLenum texture); void attachShader(WebGLProgram? program, WebGLShader? shader); void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name); void bindBuffer(GLenum target, WebGLBuffer? buffer); void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer); void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer); void bindTexture(GLenum target, WebGLTexture? texture); void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void blendEquation(GLenum mode); void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void blendFunc(GLenum sfactor, GLenum dfactor); void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void bufferData(GLenum target, GLsizeiptr size, GLenum usage); void bufferData(GLenum target, ArrayBufferView data, GLenum usage); void bufferData(GLenum target, ArrayBuffer? data, GLenum usage); void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data); void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data); [WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target); void clear(GLbitfield mask); void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void clearDepth(GLclampf depth); void clearStencil(GLint s); void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void compileShader(WebGLShader? shader); void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView data); void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView data); void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); WebGLBuffer? createBuffer(); WebGLFramebuffer? createFramebuffer(); WebGLProgram? createProgram(); WebGLRenderbuffer? createRenderbuffer(); WebGLShader? createShader(GLenum type); WebGLTexture? createTexture(); void cullFace(GLenum mode); void deleteBuffer(WebGLBuffer? buffer); void deleteFramebuffer(WebGLFramebuffer? framebuffer); void deleteProgram(WebGLProgram? program); void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer); void deleteShader(WebGLShader? shader); void deleteTexture(WebGLTexture? texture); void depthFunc(GLenum func); void depthMask(GLboolean flag); void depthRange(GLclampf zNear, GLclampf zFar); void detachShader(WebGLProgram? program, WebGLShader? shader); void disable(GLenum cap); void disableVertexAttribArray(GLuint index); void drawArrays(GLenum mode, GLint first, GLsizei count); void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset); void enable(GLenum cap); void enableVertexAttribArray(GLuint index); void finish(); void flush(); void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer); void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level); void frontFace(GLenum mode); void generateMipmap(GLenum target); WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index); WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index); sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program); [WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name); any getBufferParameter(GLenum target, GLenum pname); any getParameter(GLenum pname); [WebGLHandlesContextLoss] GLenum getError(); any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname); any getProgramParameter(WebGLProgram? program, GLenum pname); DOMString? getProgramInfoLog(WebGLProgram? program); any getRenderbufferParameter(GLenum target, GLenum pname); any getShaderParameter(WebGLShader? shader, GLenum pname); WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype); DOMString? getShaderInfoLog(WebGLShader? shader); DOMString? getShaderSource(WebGLShader? shader); any getTexParameter(GLenum target, GLenum pname); any getUniform(WebGLProgram? program, WebGLUniformLocation? location); WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name); any getVertexAttrib(GLuint index, GLenum pname); [WebGLHandlesContextLoss] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname); void hint(GLenum target, GLenum mode); [WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer); [WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap); [WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer); [WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program); [WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer); [WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader); [WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture); void lineWidth(GLfloat width); void linkProgram(WebGLProgram? program); void pixelStorei(GLenum pname, GLint param); void polygonOffset(GLfloat factor, GLfloat units); void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels); void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void sampleCoverage(GLclampf value, GLboolean invert); void scissor(GLint x, GLint y, GLsizei width, GLsizei height); void shaderSource(WebGLShader? shader, DOMString source); void stencilFunc(GLenum func, GLint ref, GLuint mask); void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void stencilMask(GLuint mask); void stencilMaskSeparate(GLenum face, GLuint mask); void stencilOp(GLenum fail, GLenum zfail, GLenum zpass); void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels); void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLImageElement image); // May throw DOMException void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLCanvasElement canvas); // May throw DOMException void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLVideoElement video); // May throw DOMException void texParameterf(GLenum target, GLenum pname, GLfloat param); void texParameteri(GLenum target, GLenum pname, GLint param); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, ImageData? pixels); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLImageElement image); // May throw DOMException void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLCanvasElement canvas); // May throw DOMException void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLVideoElement video); // May throw DOMException void uniform1f(WebGLUniformLocation? location, GLfloat x); void uniform1fv(WebGLUniformLocation? location, Float32Array v); void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v); void uniform1i(WebGLUniformLocation? location, GLint x); void uniform1iv(WebGLUniformLocation? location, Int32Array v); void uniform1iv(WebGLUniformLocation? location, sequence<long> v); void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y); void uniform2fv(WebGLUniformLocation? location, Float32Array v); void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v); void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); void uniform2iv(WebGLUniformLocation? location, Int32Array v); void uniform2iv(WebGLUniformLocation? location, sequence<long> v); void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z); void uniform3fv(WebGLUniformLocation? location, Float32Array v); void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v); void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z); void uniform3iv(WebGLUniformLocation? location, Int32Array v); void uniform3iv(WebGLUniformLocation? location, sequence<long> v); void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void uniform4fv(WebGLUniformLocation? location, Float32Array v); void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v); void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w); void uniform4iv(WebGLUniformLocation? location, Int32Array v); void uniform4iv(WebGLUniformLocation? location, sequence<long> v); void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void useProgram(WebGLProgram? program); void validateProgram(WebGLProgram? program); void vertexAttrib1f(GLuint indx, GLfloat x); void vertexAttrib1fv(GLuint indx, Float32Array values); void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values); void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void vertexAttrib2fv(GLuint indx, Float32Array values); void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values); void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void vertexAttrib3fv(GLuint indx, Float32Array values); void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values); void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void vertexAttrib4fv(GLuint indx, Float32Array values); void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values); void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); void viewport(GLint x, GLint y, GLsizei width, GLsizei height); };
The following attributes are available:
canvas
of type
HTMLCanvasElement
drawingBufferWidth
of type
GLsizei
width
attribute of the
HTMLCanvasElement
if the implementation is unable to satisfy the requested widthor height.
drawingBufferHeight
of type
GLsizei
height
attribute of the
HTMLCanvasElement
if the implementation is unable to satisfy the requested width or height.
OpenGL ES 2.0 maintains state values for use in rendering. All the calls in this group behave identically to their OpenGL counterparts unless otherwise noted.
depth
value is clamped to the range 0 to 1.
zNear
and
zFar
values are clamped to the range 0 to 1 and
zNear
must be less than or equal to
zFar
; see Viewport Depth Range.
pname | returned type |
---|---|
ACTIVE_TEXTURE | GLenum |
ALIASED_LINE_WIDTH_RANGE | Float32Array (with 2 elements) |
ALIASED_POINT_SIZE_RANGE | Float32Array (with 2 elements) |
ALPHA_BITS | GLint |
ARRAY_BUFFER_BINDING | WebGLBuffer |
BLEND | GLboolean |
BLEND_COLOR | Float32Array (with 4 values) |
BLEND_DST_ALPHA | GLenum |
BLEND_DST_RGB | GLenum |
BLEND_EQUATION_ALPHA | GLenum |
BLEND_EQUATION_RGB | GLenum |
BLEND_SRC_ALPHA | GLenum |
BLEND_SRC_RGB | GLenum |
BLUE_BITS | GLint |
COLOR_CLEAR_VALUE | Float32Array (with 4 values) |
COLOR_WRITEMASK | sequence<GLboolean> (with 4 values) |
COMPRESSED_TEXTURE_FORMATS | Uint32Array |
CULL_FACE | GLboolean |
CULL_FACE_MODE | GLenum |
CURRENT_PROGRAM | WebGLProgram |
DEPTH_BITS | GLint |
DEPTH_CLEAR_VALUE | GLfloat |
DEPTH_FUNC | GLenum |
DEPTH_RANGE | Float32Array (with 2 elements) |
DEPTH_TEST | GLboolean |
DEPTH_WRITEMASK | GLboolean |
DITHER | GLboolean |
ELEMENT_ARRAY_BUFFER_BINDING | WebGLBuffer |
FRAMEBUFFER_BINDING | WebGLFramebuffer |
FRONT_FACE | GLenum |
GENERATE_MIPMAP_HINT | GLenum |
GREEN_BITS | GLint |
LINE_WIDTH | GLfloat |
MAX_COMBINED_TEXTURE_IMAGE_UNITS | GLint |
MAX_CUBE_MAP_TEXTURE_SIZE | GLint |
MAX_FRAGMENT_UNIFORM_VECTORS | GLint |
MAX_RENDERBUFFER_SIZE | GLint |
MAX_TEXTURE_IMAGE_UNITS | GLint |
MAX_TEXTURE_SIZE | GLint |
MAX_VARYING_VECTORS | GLint |
MAX_VERTEX_ATTRIBS | GLint |
MAX_VERTEX_TEXTURE_IMAGE_UNITS | GLint |
MAX_VERTEX_UNIFORM_VECTORS | GLint |
MAX_VIEWPORT_DIMS | Int32Array (with 2 elements) |
PACK_ALIGNMENT | GLint |
POLYGON_OFFSET_FACTOR | GLfloat |
POLYGON_OFFSET_FILL | GLboolean |
POLYGON_OFFSET_UNITS | GLfloat |
RED_BITS | GLint |
RENDERBUFFER_BINDING | WebGLRenderbuffer |
RENDERER | DOMString |
SAMPLE_BUFFERS | GLint |
SAMPLE_COVERAGE_INVERT | GLboolean |
SAMPLE_COVERAGE_VALUE | GLfloat |
SAMPLES | GLint |
SCISSOR_BOX | Int32Array (with 4 elements) |
SCISSOR_TEST | GLboolean |
SHADING_LANGUAGE_VERSION | DOMString |
STENCIL_BACK_FAIL | GLenum |
STENCIL_BACK_FUNC | GLenum |
STENCIL_BACK_PASS_DEPTH_FAIL | GLenum |
STENCIL_BACK_PASS_DEPTH_PASS | GLenum |
STENCIL_BACK_REF | GLint |
STENCIL_BACK_VALUE_MASK | GLuint |
STENCIL_BACK_WRITEMASK | GLuint |
STENCIL_BITS | GLint |
STENCIL_CLEAR_VALUE | GLint |
STENCIL_FAIL | GLenum |
STENCIL_FUNC | GLenum |
STENCIL_PASS_DEPTH_FAIL | GLenum |
STENCIL_PASS_DEPTH_PASS | GLenum |
STENCIL_REF | GLint |
STENCIL_TEST | GLboolean |
STENCIL_VALUE_MASK | GLuint |
STENCIL_WRITEMASK | GLuint |
SUBPIXEL_BITS | GLint |
TEXTURE_BINDING_2D | WebGLTexture |
TEXTURE_BINDING_CUBE_MAP | WebGLTexture |
UNPACK_ALIGNMENT | GLint |
UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum |
UNPACK_FLIP_Y_WEBGL | GLboolean |
UNPACK_PREMULTIPLY_ALPHA_WEBGL | GLboolean |
VENDOR | DOMString |
VERSION | DOMString |
VIEWPORT | Int32Array (with 4 elements) |
All queries returning sequences or typed arrays return a new object each time.
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
The following pname arguments return a string describing some aspect of the current WebGL implementation:
VERSION | Returns a version or release number of the form WebGL<space>1.0<space><vendor-specific information> . |
SHADING_LANGUAGE_VERSION | Returns a version or release number of the form WebGL<space>GLSL<space>ES<space>1.0<space><vendor-specific information> . |
VENDOR | Returns the company responsible for this WebGL implementation. This name does not change from release to release. |
RENDERER | Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release. |
See Extension Queries for information on querying the available extensions in the current WebGL implementation.
CONTEXT_LOST_WEBGL
the first time this method is called. Afterward, returns
NO_ERROR
until the context has been restored.
UNPACK_FLIP_Y_WEBGL
,
UNPACK_PREMULTIPLY_ALPHA_WEBGL
and
UNPACK_COLORSPACE_CONVERSION_WEBGL
. See Pixel Storage Parameters for documentation of these parameters.
The viewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. The size of the drawing buffer is determined by the HTMLCanvasElement. The scissor box defines a rectangle which constrains drawing. When the scissor test is enabled only pixels that lie within the scissor box can be modified by drawing commands. When enabled drawing can only occur inside the intersection of the viewport, canvas area and the scissor box. When the scissor test is not enabled drawing can only occur inside the intersection of the viewport and canvas area.
Buffer objects (sometimes referred to as VBOs) hold vertex attribute data for the GLSL shaders.
INVALID_OPERATION
error, and the current binding will remain untouched.
void bufferData(GLenum target, ArrayBufferView data, GLenum usage)
void bufferData(GLenum target, ArrayBuffer? data, GLenum usage) (OpenGL ES 2.0 §2.9, man page)
INVALID_VALUE
error is generated.
void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data)
void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data) (OpenGL ES 2.0 §2.9, man page)
INVALID_VALUE
error is generated. If
data
is null then an
INVALID_VALUE
error is generated.
pname | returned type |
---|---|
BUFFER_SIZE | GLint |
BUFFER_USAGE | GLenum |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
Framebuffer objects provide an alternative rendering target to the drawing buffer. They are a collection of color, alpha, depth and stencil buffers and are often used to render an image that will later be used as a texture.
WebGLFramebuffer
object to the given binding point (
target
), which must be
FRAMEBUFFER
. If
framebuffer
is null, the default framebuffer provided by the context is bound and attempts to modify or query state on
target
FRAMEBUFFER
will generate an
INVALID_OPERATION
error.
FRAMEBUFFER_UNSUPPORTED
if the context's webgl context lost flag is set.
pname | returned type |
---|---|
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE | GLenum |
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME | WebGLRenderbuffer or WebGLTexture |
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL | GLint |
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
Renderbuffer objects are used to provide storage for the individual buffers used in a framebuffer object.
WebGLRenderbuffer
object to the given binding point (
target
), which must be
RENDERBUFFER
. If
renderbuffer
is null the renderbuffer object currently bound to this
target
is unbound.
pname | returned type |
---|---|
RENDERBUFFER_WIDTH | GLint |
RENDERBUFFER_HEIGHT | GLint |
RENDERBUFFER_INTERNAL_FORMAT | GLenum |
RENDERBUFFER_RED_SIZE | GLint |
RENDERBUFFER_GREEN_SIZE | GLint |
RENDERBUFFER_BLUE_SIZE | GLint |
RENDERBUFFER_ALPHA_SIZE | GLint |
RENDERBUFFER_DEPTH_SIZE | GLint |
RENDERBUFFER_STENCIL_SIZE | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
Texture objects provide storage and state for texturing operations. If no WebGLTexture is bound (e.g., passing null or 0 to bindTexture) then attempts to modify or query the texture object shall generate an INVALID_OPERATION
error. This is indicated in the functions below.
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView pixels)(OpenGL ES 2.0 §3.7.3, man page)
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView pixels) (OpenGL ES 2.0 §3.7.3, man page)
INVALID_OPERATION
error is generated.
INVALID_ENUM
error and return immediately. See Compressed Texture Support.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
pname | returned type |
---|---|
TEXTURE_MAG_FILTER | GLenum |
TEXTURE_MIN_FILTER | GLenum |
TEXTURE_WRAP_S | GLenum |
TEXTURE_WRAP_T | GLenum |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If an OpenGL error is generated, returns null.
pixels
is null, a buffer of sufficient size initialized to 0 is passed.
pixels
is non-null, the type of
pixels
must match the type of the data to be read. If it is UNSIGNED_BYTE, a Uint8Array must be supplied; if it is UNSIGNED_SHORT_5_6_5, UNSIGNED_SHORT_4_4_4_4, or UNSIGNED_SHORT_5_5_5_1, a Uint16Array must be supplied. If the types do not match, an INVALID_OPERATION error is generated.
INVALID_OPERATION
error is generated.
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels)
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLImageElement image) /* May throw DOMException */
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLCanvasElement canvas) /* May throw DOMException */
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, HTMLVideoElement video) /* May throw DOMException */ (OpenGL ES 2.0 §3.7.1, man page)
UNPACK_FLIP_Y_WEBGL
pixel storage parameter.
UNPACK_PREMULTIPLY_ALPHA_WEBGL
pixel storage parameter is false, then the RGB values are guaranteed to never have been premultiplied by the alpha channel, whether those values are derived directly from the original file format or converted from some other color format.
INVALID_OPERATION
error is generated.
HTMLImageElement
or
HTMLVideoElement
whose origin differs from the origin of the containing Document, or with an
HTMLCanvasElement
whose
origin-clean flag is set to false, a
SECURITY_ERR
exception must be thrown. See Origin Restrictions.
pixels
is null then an
INVALID_VALUE
error is generated.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
pixels
is null then an
INVALID_VALUE
error is generated.
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, ImageData? pixels)
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLImageElement image) /* May throw DOMException */
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLCanvasElement canvas) /* May throw DOMException */
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, HTMLVideoElement video) /* May throw DOMException */ (OpenGL ES 2.0 §3.7.2, man page)
UNPACK_FLIP_Y_WEBGL
pixel storage parameter.
INVALID_OPERATION
error is generated.
INVALID_OPERATION
error is generated.
HTMLImageElement
or
HTMLVideoElement
whose origin differs from the origin of the containing Document, or with an
HTMLCanvasElement
whose
origin-clean flag is set to false, a
SECURITY_ERR
exception must be thrown. See Origin Restrictions.
pixels
is null then an
INVALID_VALUE
error is generated.
Rendering with OpenGL ES 2.0 requires the use of shaders, written in OpenGL ES's shading language, GLSL ES. Shaders must be loaded with a source string (shaderSource), compiled (compileShader) and attached to a program (attachShader) which must be linked (linkProgram) and then used (useProgram).
INVALID_VALUE
error.
name
starts with one of the reserved WebGL prefixes per GLSL Constructs, generates an
INVALID_OPERATION
error.
Returns a new object representing the list of shaders attached to the passed program.
Returns null if any OpenGL errors are generated during the execution of this function.
pname | returned type |
---|---|
DELETE_STATUS | GLboolean |
LINK_STATUS | GLboolean |
VALIDATE_STATUS | GLboolean |
ATTACHED_SHADERS | GLint |
ACTIVE_ATTRIBUTES | GLint |
ACTIVE_UNIFORMS | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
Returns null if any OpenGL errors are generated during the execution of this function.
pname | returned type |
---|---|
SHADER_TYPE | GLenum |
DELETE_STATUS | GLboolean |
COMPILE_STATUS | GLboolean |
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
WebGLShaderPrecisionFormat
describing the range and precision for the specified shader numeric format. The shadertype value can be FRAGMENT_SHADER or VERTEX_SHADER. The precisiontype value can be LOW_FLOAT, MEDIUM_FLOAT, HIGH_FLOAT, LOW_INT, MEDIUM_INT or HIGH_INT.
Returns null if any OpenGL errors are generated during the execution of this function.
Returns null if any OpenGL errors are generated during the execution of this function.
Values used by the shaders are passed in as uniforms or vertex attributes.
index
as an array. WebGL imposes additional rules beyond OpenGL ES 2.0 regarding enabled vertex attributes; see Enabled Vertex Attributes and Range Checking.
WebGLActiveInfo
object describing the size, type and name of the vertex attribute at the passed index of the passed program object. If the passed index is out of range, generates an
INVALID_VALUE
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
WebGLActiveInfo
object describing the size, type and name of the uniform at the passed index of the passed program object. If the passed index is out of range, generates an
INVALID_VALUE
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
INVALID_VALUE
error and returns -1.
name
starts with one of the reserved WebGL prefixes per GLSL Constructs.
INVALID_OPERATION
error and returns -1.
uniform type | returned type |
---|---|
boolean | GLboolean |
int | GLint |
float | GLfloat |
vec2 | Float32Array (with 2 elements) |
ivec2 | Int32Array (with 2 elements) |
bvec2 | sequence<GLboolean> (with 2 elements) |
vec3 | Float32Array (with 3 elements) |
ivec3 | Int32Array (with 3 elements) |
bvec3 | sequence<GLboolean> (with 3 elements) |
vec4 | Float32Array (with 4 elements) |
ivec4 | Int32Array (with 4 elements) |
bvec4 | sequence<GLboolean> (with 4 elements) |
mat2 | Float32Array (with 4 elements) |
mat3 | Float32Array (with 9 elements) |
mat4 | Float32Array (with 16 elements) |
sampler2D | GLint |
samplerCube | GLint |
All queries returning sequences or typed arrays return a new object each time.
Returns null if any OpenGL errors are generated during the execution of this function.
Return a new WebGLUniformLocation
that represents the location of a specific uniform variable within a program object. The return value is null if name does not correspond to an active uniform variable in the passed program.
If the passed name is longer than the restriction defined in Maximum Uniform and Attribute Location Lengths, generates an INVALID_VALUE
error and returns null.
Returns null if name
starts with one of the reserved WebGL prefixes per GLSL Constructs.
See Characters Outside the GLSL Source Character Set for additional validation performed by WebGL implementations.
Returns null if any OpenGL errors are generated during the execution of this function.
pname | returned type |
---|---|
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING | WebGLBuffer |
VERTEX_ATTRIB_ARRAY_ENABLED | GLboolean |
VERTEX_ATTRIB_ARRAY_SIZE | GLint |
VERTEX_ATTRIB_ARRAY_STRIDE | GLint |
VERTEX_ATTRIB_ARRAY_TYPE | GLenum |
VERTEX_ATTRIB_ARRAY_NORMALIZED | GLboolean |
CURRENT_VERTEX_ATTRIB | Float32Array (with 4 elements) |
All queries returning sequences or typed arrays return a new object each time.
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
void uniform[1234][fi](WebGLUniformLocation? location, ...)
void uniform[1234][fi]v(WebGLUniformLocation? location, ...)
void uniformMatrix[234]fv(WebGLUniformLocation? location, GLboolean transpose, ...) (OpenGL ES 2.0 §2.10.4, man page)
location
is not null and was not obtained from the currently used program via an earlier call to
getUniformLocation
, an
INVALID_OPERATION
error will be generated. If the passed
location
is null, the data passed in will be silently ignored and no uniform variables will be changed.
v
) has an invalid length, an
INVALID_VALUE
error will be generated. The length is invalid if it is too short for or is not an integer multiple of the assigned type.
void vertexAttrib[1234]f(GLuint indx, ...)
void vertexAttrib[1234]fv(GLuint indx, ...) (OpenGL ES 2.0 §2.7, man page)
vertexAttrib
are guaranteed to be returned from the
getVertexAttrib
function with the
CURRENT_VERTEX_ATTRIB
param, even if there have been intervening calls to
drawArrays
or
drawElements
.
INVALID_OPERATION
error will be generated; see Buffer Offset and Stride Requirements. If offset is negative, an
INVALID_VALUE
error will be generated. If no WebGLBuffer is bound to the ARRAY_BUFFER target, an
INVALID_OPERATION
error will be generated. In WebGL, the maximum supported stride is 255; see Vertex Attribute Data Stride.
OpenGL ES 2.0 has 3 calls which can render to the drawing buffer: clear
, drawArrays
and drawElements
. Furthermore rendering can be directed to the drawing buffer or to a Framebuffer object. When rendering is directed to the drawing buffer, making any of the 3 rendering calls shall cause the drawing buffer to be presented to the HTML page compositor at the start of the next compositing operation.
INVALID_VALUE
error will be generated.
INVALID_OPERATION
error will be generated; see Buffer Offset and Stride Requirements. If
count
is greater than zero, then a non-null
WebGLBuffer
must be bound to the
ELEMENT_ARRAY_BUFFER
binding point or an
INVALID_OPERATION
error will be generated.
drawArrays
and
drawElements
. See Enabled Vertex Attributes and Range Checking.
Pixels in the current framebuffer can be read back into an ArrayBufferView object.
pixels
with the pixel data in the specified rectangle of the frame buffer. The data returned from readPixels must be up-to-date as of the most recently sent drawing command.
pixels
must match the type of the data to be read. For example, if it is UNSIGNED_BYTE, a Uint8Array must be supplied; if it is UNSIGNED_SHORT_5_6_5, UNSIGNED_SHORT_4_4_4_4, or UNSIGNED_SHORT_5_5_5_1, a Uint16Array must be supplied. If the types do not match, an INVALID_OPERATION error is generated.
format | type |
---|---|
RGBA | UNSIGNED_BYTE |
pixels
is null, an INVALID_VALUE error is generated. If
pixels
is non-null, but is not large enough to retrieve all of the pixels in the specified rectangle taking into account pixel store modes, an INVALID_OPERATION error is generated.
Occurrences such as power events on mobile devices may cause the WebGL rendering context to be lost at any time and require the application to rebuild it; seeWebGLContextEvent for more details. The following method assists in detecting context lost events.
An implementation of WebGL must not support any additional parameters, constants or functions without first enabling that functionality through the extension mechanism. The getSupportedExtensions
function returns an array of the extension strings supported by this implementation. An extension is enabled by passing one of those strings to the getExtension
function. This call returns an object which contains any constants or functions defined by that extension. The definition of that object is specific to the extension and must be defined by the extension specification.
Once an extension is enabled, no mechanism is provided to disable it. Multiple calls to getExtension
with the same extension string, taking into account case-insensitive comparison, shall return the same object. An attempt to use any features of an extension without first calling getExtension to enable it must generate an appropriate GL error and must not make use of the feature.
This specification does not define any extensions. A separate WebGL extension registry defines extensions that may be supported by a particular WebGL implementation.
getSupportedExtensions
; otherwise, returns
null
. The object returned from
getExtension
contains any constants or functions provided by the extension. A returned object may have no constants or functions if the extension does not define any, but a unique object must still be returned. That object is used to indicate that the extension has been enabled.
WebGL generates a WebGLContextEvent
event in response to a status change to the WebGL rendering context associated with the HTMLCanvasElement which has a listener for this event. Events are sent using the DOM Event System [DOM3EVENTS]. Event types can include the loss or restoration of state, or the inability to create a context. EventInit is defined in the DOM4 specification [DOM4].
WebGLContextEvent
interface, with its
type
attribute [DOM4]
initialized to
e
, and its
isTrusted
attribute [DOM4]
initialized to true, is to be dispatched
at the given object.
[Constructor(DOMString type, optional WebGLContextEventInit eventInit)] interface WebGLContextEvent : Event { readonly attribute DOMString statusMessage; }; // EventInit is defined in the DOM4 specification. dictionary WebGLContextEventInit : EventInit { DOMString statusMessage; };
The task source for all tasks queued [HTML] in this section is the WebGL task source.
The following attributes are available:
statusMessage
of type
DOMString
When the user agent detects that the drawing buffer associated with a WebGLRenderingContext
context has been lost, it must run the following steps:
WebGLObject
instance created by this context.statusMessage
attribute set to "".webglcontextlost
event and enables the
webglcontextrestored
event to be delivered:
canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
When the user agent is to restore the drawing buffer for a WebGLRenderingContext
context, it must run the following steps:
statusMessage
attribute set to "".function initializeGame() { initializeWorld(); initializeResources(); } function initializeResources() { initializeShaders(); initializeBuffers(); initializeTextures(); // ready to draw, start the main loop renderFrame(); } function renderFrame() { updateWorld(); drawSkyBox(); drawWalls(); drawMonsters(); requestId = window.requestAnimationFrame( renderFrame, canvas); } canvas.addEventListener( "webglcontextlost", function (event) { // inform WebGL that we handle context restoration event.preventDefault(); // Stop rendering window.cancelAnimationFrame(requestId); }, false); canvas.addEventListener( "webglcontextrestored", function (event) { initializeResources(); }, false); initializeGame();
When the user agent is to fire a WebGL context creation error at a canvas, it must perform the following steps:
statusMessage
attribute set to a platform dependent string about the nature of the failure.var errorInfo = ""; function onContextCreationError(event) { canvas.removeEventListener( "webglcontextcreationerror", onContextCreationError, false); errorInfo = e.statusMessage || "Unknown"; } canvas.addEventListener( "webglcontextcreationerror", onContextCreationError, false); var gl = canvas.getContext("experimental-webgl"); if(!gl) { alert("A WebGL context could not be created.\nReason: " + errorInfo); }
This section describes changes made to the WebGL API relative to the OpenGL ES 2.0 API to improve portability across various operating systems and devices.
In the WebGL API, a given buffer object may only be bound to one of the ARRAY_BUFFER
or ELEMENT_ARRAY_BUFFER
binding points in its lifetime. This restriction implies that a given buffer object may contain either vertices or indices, but not both.
The type of a WebGLBuffer is initialized the first time it is passed as an argument to bindBuffer
. A subsequent call to bindBuffer
which attempts to bind the same WebGLBuffer to the other binding point will generate an INVALID_OPERATION
error, and the state of the binding point will remain untouched.
The WebGL API does not support client-side arrays. If vertexAttribPointer
is called without a WebGLBuffer
bound to the ARRAY_BUFFER
binding point, anINVALID_OPERATION
error is generated. If drawElements
is called with a count
greater than zero, and no WebGLBuffer
is bound to the ELEMENT_ARRAY_BUFFER
binding point, an INVALID_OPERATION
error is generated.
The WebGL API does not support default textures. A non-null WebGLTexture
object must be bound in order for texture-related operations and queries to succeed.
The offset
arguments to drawElements
and vertexAttribPointer
, and the stride
argument to vertexAttribPointer
, must be a multiple of the size of the data type passed to the call, or an INVALID_OPERATION
error is generated.
If a vertex attribute is enabled as an array via enableVertexAttribArray
but no buffer is bound to that attribute via bindBuffer
and vertexAttribPointer
, then calls todrawArrays
or drawElements
will generate an INVALID_OPERATION
error.
If a vertex attribute is enabled as an array, a buffer is bound to that attribute, and the attribute is consumed by the current program, then calls to drawArrays
anddrawElements
will verify that each referenced vertex lies within the storage of the bound buffer. If the range specified in drawArrays
or any referenced index indrawElements
lies outside the storage of the bound buffer, an INVALID_OPERATION error is generated and no geometry is drawn.
If a vertex attribute is enabled as an array, a buffer is bound to that attribute, but the attribute is not consumed by the current program, then regardless of the size of the bound buffer, it will not cause any error to be generated during a call to drawArrays
or drawElements
.
WebGL adds the DEPTH_STENCIL_ATTACHMENT
framebuffer object attachment point and the DEPTH_STENCIL
renderbuffer internal format. To attach both depth and stencil buffers to a framebuffer object, call renderbufferStorage
with the DEPTH_STENCIL
internal format, and then call framebufferRenderbuffer
with theDEPTH_STENCIL_ATTACHMENT
attachment point.
A renderbuffer attached to the DEPTH_ATTACHMENT
attachment point must be allocated with the DEPTH_COMPONENT16
internal format. A renderbuffer attached to the STENCIL_ATTACHMENT
attachment point must be allocated with the STENCIL_INDEX8
internal format. A renderbuffer attached to theDEPTH_STENCIL_ATTACHMENT
attachment point must be allocated with the DEPTH_STENCIL
internal format.
In the WebGL API, it is an error to concurrently attach renderbuffers to the following combinations of attachment points:
DEPTH_ATTACHMENT + DEPTH_STENCIL_ATTACHMENT
STENCIL_ATTACHMENT + DEPTH_STENCIL_ATTACHMENT
DEPTH_ATTACHMENT + STENCIL_ATTACHMENT
checkFramebufferStatus
must return FRAMEBUFFER_UNSUPPORTED
.INVALID_FRAMEBUFFER_OPERATION
error and return early, leaving the contents of the framebuffer, destination texture or destination memory untouched.
COLOR_ATTACHMENT0
= RGBA/UNSIGNED_BYTE
textureCOLOR_ATTACHMENT0
= RGBA/UNSIGNED_BYTE
texture + DEPTH_ATTACHMENT
= DEPTH_COMPONENT16
renderbufferCOLOR_ATTACHMENT0
= RGBA/UNSIGNED_BYTE
texture + DEPTH_STENCIL_ATTACHMENT
= DEPTH_STENCIL
renderbufferThe WebGL API supports the following additional parameters to pixelStorei
.
UNPACK_FLIP_Y_WEBGL
of type
boolean
texImage2D
or
texSubImage2D
, the source data is flipped along the vertical axis, so that conceptually the last row is the first one transferred. The initial value is
false
. Any non-zero value is interpreted as
true
.
UNPACK_PREMULTIPLY_ALPHA_WEBGL
of type
boolean
texImage2D
or
texSubImage2D
, the alpha channel of the source data, if present, is multiplied into the color channels during the data transfer. The initial value is
false
. Any non-zero value is interpreted as
true
.
UNPACK_COLORSPACE_CONVERSION_WEBGL
of type
unsigned long
BROWSER_DEFAULT_WEBGL
, then the browser's default colorspace conversion is applied during subsequent
texImage2D
and
texSubImage2D
calls taking
HTMLImageElement
. The precise conversions may be specific to both the browser and file type. If set to
NONE
, no colorspace conversion is applied. The initial value is
BROWSER_DEFAULT_WEBGL
.
In the WebGL API, functions which read the framebuffer (copyTexImage2D
, copyTexSubImage2D
, and readPixels
) are defined to generate the RGBA value (0, 0, 0, 0) for any pixel which is outside of the bound framebuffer.
In the WebGL API it is illegal to specify a different mask or reference value for front facing and back facing triangles in stencil operations. A call to drawArrays
ordrawElements
will generate an INVALID_OPERATION
error if:
STENCIL_WRITEMASK
!= STENCIL_BACK_WRITEMASK
(as specified by stencilMaskSeparate
for the mask
parameter associated with the FRONT and BACK values of face
, respectively)STENCIL_VALUE_MASK
!= STENCIL_BACK_VALUE_MASK
(as specified by stencilFuncSeparate
for the mask
parameter associated with the FRONT and BACK values of face
, respectively)STENCIL_REF
!= STENCIL_BACK_REF
(as specified by stencilFuncSeparate
for the ref
parameter associated with the FRONT and BACK values of face
, respectively)The WebGL API supports vertex attribute data strides up to 255 bytes. A call to vertexAttribPointer
will generate an INVALID_VALUE
error if the value for the stride parameter exceeds 255.
The WebGL API does not support depth ranges with where the near plane is mapped to a value greater than that of the far plane. A call to depthRange
will generate anINVALID_OPERATION
error if zNear
is greater than zFar
.
In the WebGL API, constant color and constant alpha cannot be used together as source and destination factors in the blend function. A call to blendFunc
will generate anINVALID_OPERATION
error if one of the two factors is set to CONSTANT_COLOR
or ONE_MINUS_CONSTANT_COLOR
and the other to CONSTANT_ALPHA
orONE_MINUS_CONSTANT_ALPHA
. A call to blendFuncSeparate
will generate an INVALID_OPERATION
error if srcRGB
is set to CONSTANT_COLOR
orONE_MINUS_CONSTANT_COLOR
and dstRGB
is set to CONSTANT_ALPHA
or ONE_MINUS_CONSTANT_ALPHA
or vice versa.
GL_FIXED
data type.
Per Supported GLSL Constructs, identifiers starting with "webgl_" and "_webgl_" are reserved for use by WebGL.
In the OpenGL ES 2.0 API, the available extensions are determined by calling glGetString(GL_EXTENSIONS)
, which returns a space-separated list of extension strings. In the WebGL API, the EXTENSIONS
enumerant has been removed. Instead, getSupportedExtensions
must be called to determine the set of available extensions.
In the OpenGL ES 2.0 API, the IMPLEMENTATION_COLOR_READ_FORMAT
and IMPLEMENTATION_COLOR_READ_TYPE
parameters are used to inform applications of an additional format and type combination that may be passed to ReadPixels
, in addition to the required RGBA/ UNSIGNED_BYTE
pair. In WebGL 1.0, the supported format and type combinations to ReadPixels
are documented in the Reading back pixels section. The IMPLEMENTATION_COLOR_READ_FORMAT
and IMPLEMENTATION_COLOR_READ_TYPE
enumerants have been removed.
The core WebGL specification does not define any supported compressed texture formats. Therefore, in the absence of any other extensions being enabled:
compressedTexImage2D
and compressedTexSubImage2D
methods generate an INVALID_ENUM
error.getParameter
with the argument COMPRESSED_TEXTURE_FORMATS
returns a zero-length array (of type Uint32Array
).The GLSL ES spec [GLES20GLSL] does not define a limit to the length of tokens. WebGL requires support of tokens up to 256 characters in length. Shaders containing tokens longer than 256 characters must fail to compile.
The GLSL ES spec [GLES20GLSL] defines the source character set for the OpenGL ES shading language to be ISO/IEC 646:1991, commonly called ASCII [ASCII]. If a string containing a character not in this set is passed to any of the shader-related entry points bindAttribLocation
, getAttribLocation
, getUniformLocation
, orshaderSource
, an INVALID_VALUE
error will be generated. The exception is that any character allowed in an HTML DOMString [DOMSTRING] may be used in GLSL comments. Such use must not generate an error.
Some GLSL implementations disallow characters outside the ASCII range, even in comments. The WebGL implementation needs to prevent errors in such cases. The recommended technique is to preprocess the GLSL string, removing all comments, but maintaining the line numbering for debugging purposes by inserting newline characters as needed.
WebGL imposes a limit on the nesting of structures in GLSL shaders. Nesting occurs when a field in a struct refers to another struct type; the GLSL ES spec[GLES20GLSL] forbids embedded structure definitions. The fields in a top-level struct definition have a nesting level of 1.
WebGL requires support of a structure nesting level of 4. Shaders containing structures nested more than 4 levels deep must fail to compile.
WebGL imposes a limit of 256 characters on the lengths of uniform and attribute locations.
In the WebGL API, the enumerants INFO_LOG_LENGTH
, SHADER_SOURCE_LENGTH
, ACTIVE_UNIFORM_MAX_LENGTH
, and ACTIVE_ATTRIB_MAX_LENGTH
have been removed. In the OpenGL ES 2.0 API, these enumerants are needed to determine the size of buffers passed to calls like glGetActiveAttrib
. In the WebGL API, the analogous calls (getActiveAttrib
, getActiveUniform
, getProgramInfoLog
, getShaderInfoLog
, and getShaderSource
) all return DOMString
.
In the WebGL API, the type argument passed to texSubImage2D
must match the type used to originally define the texture object (i.e., using texImage2D
).
The OpenGL ES Shading Language, Version 1.00 [GLES20GLSL], Appendix A, Section 7 "Counting of Varyings and Uniforms" defines a conservative algorithm for computing the storage required for all of the uniform and varying variables in a shader. The GLSL ES specification requires that if the packing algorithm defined in Appendix A succeeds, then the shader must succeed compilation on the target platform. The WebGL API further requires that this packing algorithm succeed for all shaders and programs submitted to the API.
Instead of using a fixed size grid of registers, the number of rows in the target architecture is determined in the following ways:
getParameter(MAX_VERTEX_UNIFORM_VECTORS)
getParameter(MAX_FRAGMENT_UNIFORM_VECTORS)
getParameter(MAX_VARYING_VECTORS)
If the packing algorithm fails either for the uniform variables of a shader or for the varying variables of a program, compilation or linking must fail.
This specification is produced by the Khronos WebGL Working Group.
Special thanks to: Arun Ranganathan (Mozilla), Jon Leech, Kenneth Russell (Google), Kenneth Waters (Google), Mark Callow (HI), Mark Steele (Mozilla), Oliver Hunt (Apple), Tim Johansson (Opera), Vangelis Kokkevis (Google), Vladimir Vukicevic (Mozilla), Gregg Tavares (Google)
Additional thanks to: Alan Hudson (Yumetech), Bill Licea Kane (AMD), Boris Zbarsky (Mozilla), Cameron McCormack (Mozilla), Cedric Vivier (Zegami), Dan Gessel (Apple), David Ligon (Qualcomm), David Sheets (Ashima Arts), Glenn Maynard, Greg Roth (Nvidia), Jacob Strom (Ericsson), Kari Pulli (Nokia), Teddie Stenvi (ST-Ericsson), Neil Trevett (Nvidia), Per Wennersten (Ericsson), Per-Erik Brodin (Ericsson), Shiki Okasaka (Google), Tom Olson (ARM), Zhengrong Yao (Ericsson), and the members of the Khronos WebGL Working Group.