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uni_modules/uview-plus/libs/util/gcanvas/context-webgl/GLmethod.js 4.39 KB
a2702f6d   刘淇   巡查计划
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  let i = 1;
  
  const GLmethod = {};
  
  GLmethod.activeTexture = i++;         //1
  GLmethod.attachShader = i++;
  GLmethod.bindAttribLocation = i++;
  GLmethod.bindBuffer = i++;
  GLmethod.bindFramebuffer = i++;
  GLmethod.bindRenderbuffer = i++;
  GLmethod.bindTexture = i++;
  GLmethod.blendColor = i++;
  GLmethod.blendEquation = i++;
  GLmethod.blendEquationSeparate = i++; //10
  GLmethod.blendFunc = i++;
  GLmethod.blendFuncSeparate = i++;
  GLmethod.bufferData = i++;
  GLmethod.bufferSubData = i++;
  GLmethod.checkFramebufferStatus = i++;
  GLmethod.clear = i++;
  GLmethod.clearColor = i++;
  GLmethod.clearDepth = i++;
  GLmethod.clearStencil = i++;
  GLmethod.colorMask = i++;              //20
  GLmethod.compileShader = i++;
  GLmethod.compressedTexImage2D = i++;
  GLmethod.compressedTexSubImage2D = i++;
  GLmethod.copyTexImage2D = i++;
  GLmethod.copyTexSubImage2D = i++;
  GLmethod.createBuffer = i++;
  GLmethod.createFramebuffer = i++;
  GLmethod.createProgram = i++;
  GLmethod.createRenderbuffer = i++;
  GLmethod.createShader = i++;           //30
  GLmethod.createTexture = i++;
  GLmethod.cullFace = i++;
  GLmethod.deleteBuffer = i++;
  GLmethod.deleteFramebuffer = i++;
  GLmethod.deleteProgram = i++;
  GLmethod.deleteRenderbuffer = i++;
  GLmethod.deleteShader = i++;
  GLmethod.deleteTexture = i++;
  GLmethod.depthFunc = i++;
  GLmethod.depthMask = i++;              //40
  GLmethod.depthRange = i++;
  GLmethod.detachShader = i++;
  GLmethod.disable = i++;
  GLmethod.disableVertexAttribArray = i++;
  GLmethod.drawArrays = i++;
  GLmethod.drawArraysInstancedANGLE = i++;
  GLmethod.drawElements = i++;
  GLmethod.drawElementsInstancedANGLE = i++;
  GLmethod.enable = i++;
  GLmethod.enableVertexAttribArray = i++;    //50
  GLmethod.flush = i++;
  GLmethod.framebufferRenderbuffer = i++;
  GLmethod.framebufferTexture2D = i++;
  GLmethod.frontFace = i++;
  GLmethod.generateMipmap = i++;
  GLmethod.getActiveAttrib = i++;
  GLmethod.getActiveUniform = i++;
  GLmethod.getAttachedShaders = i++;
  GLmethod.getAttribLocation = i++;
  GLmethod.getBufferParameter = i++;         //60
  GLmethod.getContextAttributes = i++;
  GLmethod.getError = i++;
  GLmethod.getExtension = i++;
  GLmethod.getFramebufferAttachmentParameter = i++;
  GLmethod.getParameter = i++;
  GLmethod.getProgramInfoLog = i++;
  GLmethod.getProgramParameter = i++;
  GLmethod.getRenderbufferParameter = i++;
  GLmethod.getShaderInfoLog = i++;
  GLmethod.getShaderParameter = i++;         //70
  GLmethod.getShaderPrecisionFormat = i++;
  GLmethod.getShaderSource = i++;
  GLmethod.getSupportedExtensions = i++;
  GLmethod.getTexParameter = i++;
  GLmethod.getUniform = i++;
  GLmethod.getUniformLocation = i++;
  GLmethod.getVertexAttrib = i++;
  GLmethod.getVertexAttribOffset = i++;
  GLmethod.isBuffer = i++;
  GLmethod.isContextLost = i++;              //80
  GLmethod.isEnabled = i++;
  GLmethod.isFramebuffer = i++;
  GLmethod.isProgram = i++;
  GLmethod.isRenderbuffer = i++;
  GLmethod.isShader = i++;
  GLmethod.isTexture = i++;
  GLmethod.lineWidth = i++;
  GLmethod.linkProgram = i++;
  GLmethod.pixelStorei = i++;
  GLmethod.polygonOffset = i++;              //90
  GLmethod.readPixels = i++;
  GLmethod.renderbufferStorage = i++;
  GLmethod.sampleCoverage = i++;
  GLmethod.scissor = i++;
  GLmethod.shaderSource = i++;
  GLmethod.stencilFunc = i++;
  GLmethod.stencilFuncSeparate = i++;
  GLmethod.stencilMask = i++;
  GLmethod.stencilMaskSeparate = i++;
  GLmethod.stencilOp = i++;                  //100
  GLmethod.stencilOpSeparate = i++;
  GLmethod.texImage2D = i++;
  GLmethod.texParameterf = i++;
  GLmethod.texParameteri = i++;
  GLmethod.texSubImage2D = i++;
  GLmethod.uniform1f = i++;
  GLmethod.uniform1fv = i++;
  GLmethod.uniform1i = i++;
  GLmethod.uniform1iv = i++;
  GLmethod.uniform2f = i++;                  //110
  GLmethod.uniform2fv = i++;
  GLmethod.uniform2i = i++;
  GLmethod.uniform2iv = i++;
  GLmethod.uniform3f = i++;
  GLmethod.uniform3fv = i++;
  GLmethod.uniform3i = i++;
  GLmethod.uniform3iv = i++;
  GLmethod.uniform4f = i++;
  GLmethod.uniform4fv = i++;
  GLmethod.uniform4i = i++;                  //120
  GLmethod.uniform4iv = i++;
  GLmethod.uniformMatrix2fv = i++;
  GLmethod.uniformMatrix3fv = i++;
  GLmethod.uniformMatrix4fv = i++;
  GLmethod.useProgram = i++;
  GLmethod.validateProgram = i++;
  GLmethod.vertexAttrib1f = i++; //new
  GLmethod.vertexAttrib2f = i++; //new
  GLmethod.vertexAttrib3f = i++; //new
  GLmethod.vertexAttrib4f = i++; //new       //130
  GLmethod.vertexAttrib1fv = i++; //new
  GLmethod.vertexAttrib2fv = i++; //new
  GLmethod.vertexAttrib3fv = i++; //new
  GLmethod.vertexAttrib4fv = i++; //new
  GLmethod.vertexAttribPointer = i++;
  GLmethod.viewport = i++;
  
  export default GLmethod;