HarmonyOS NEXT实战开发:WebGL2

WebGL2支持图形的绘制,包括对当前绘制图形的位置、颜色等进行处理,其中相对WebGL来说对渲染管道和着色语言进行了增强。

WebGL标准图形API,对应OpenGL ES 3.0特性集。

说明

本模块首批接口从API version 7开始支持。后续版本的新增接口,采用上角标单独标记接口的起始版本。

WebGL2遵循OpenGL协议,不支持多线程调用。

目前该功能仅支持使用兼容JS的类Web开发范式开发。

调用方式

hml内创建canvas,示例如下:

<!--xxx.hml-->
<div class="container">
    <canvas ref="canvas1" style="width : 400px; height : 200px; background-color : lightyellow;"></canvas>
    <button class="btn-button" onclick="BtnDraw2D">BtnDraw2D</button>
</div>

js内获取canvas实例,示例如下:

// 获取canvas组件实例
const el = this.$refs.canvas1;
// 从canvas组件实例获取WebGL上下文
const gl = el.getContext('webgl2');
// 调用WebGL API
gl.clearColor(0.0, 0.0, 0.0, 1.0);

Type

系统能力: 以下各项对应的系统能力均为 SystemCapability.Graphic.Graphic2D.WebGL2。

表1 Type

名称类型
GLenumnumber
GLint64number
GLuint64number
Uint32Listarray

Interface

系统能力: 以下各项对应的系统能力均为 SystemCapability.Graphic.Graphic2D.WebGL2。

表2 Interface

名称
WebGL2RenderingContextBase
WebGL2RenderingContextOverloads
WebGLQuery
WebGLSampler
WebGLSync
WebGLTransformFeedback
WebGLVertexArrayObject

WebGL2RenderingContextBase

WebGL2RenderingContextBase

属性

名称参数类型必填
READ_BUFFERGLenum
UNPACK_ROW_LENGTHGLenum
UNPACK_SKIP_ROWSGLenum
UNPACK_SKIP_PIXELSGLenum
PACK_ROW_LENGTHGLenum
PACK_SKIP_ROWSGLenum
PACK_SKIP_PIXELSGLenum
COLORGLenum
DEPTHGLenum
STENCILGLenum
REDGLenum
RGB8GLenum
RGBA8GLenum
RGB10_A2GLenum
TEXTURE_BINDING_3DGLenum
UNPACK_SKIP_IMAGESGLenum
UNPACK_IMAGE_HEIGHTGLenum
TEXTURE_3DGLenum
TEXTURE_WRAP_RGLenum
MAX_3D_TEXTURE_SIZEGLenum
UNSIGNED_INT_2_10_10_10_REVGLenum
MAX_ELEMENTS_VERTICESGLenum
MAX_ELEMENTS_INDICESGLenum
TEXTURE_MIN_LODGLenum
TEXTURE_MAX_LODGLenum
TEXTURE_BASE_LEVELGLenum
TEXTURE_MAX_LEVELGLenum
MINGLenum
MAXGLenum
DEPTH_COMPONENT24GLenum
MAX_TEXTURE_LOD_BIASGLenum
TEXTURE_COMPARE_MODEGLenum
TEXTURE_COMPARE_FUNCGLenum
CURRENT_QUERYGLenum
QUERY_RESULTGLenum
QUERY_RESULT_AVAILABLEGLenum
STREAM_READGLenum
STREAM_COPYGLenum
STATIC_READGLenum
STATIC_COPYGLenum
DYNAMIC_READGLenum
DYNAMIC_COPYGLenum
MAX_DRAW_BUFFERSGLenum
DRAW_BUFFER0GLenum
DRAW_BUFFER1GLenum
DRAW_BUFFER2GLenum
DRAW_BUFFER3GLenum
DRAW_BUFFER4GLenum
DRAW_BUFFER5GLenum
DRAW_BUFFER6GLenum
DRAW_BUFFER7GLenum
DRAW_BUFFER8GLenum
DRAW_BUFFER9GLenum
DRAW_BUFFER10GLenum
DRAW_BUFFER11GLenum
DRAW_BUFFER12GLenum
DRAW_BUFFER13GLenum
DRAW_BUFFER14GLenum
DRAW_BUFFER15GLenum
MAX_FRAGMENT_UNIFORM_COMPONENTSGLenum
MAX_VERTEX_UNIFORM_COMPONENTSGLenum
SAMPLER_3DGLenum
SAMPLER_2D_SHADOWGLenum
FRAGMENT_SHADER_DERIVATIVE_HINTGLenum
PIXEL_PACK_BUFFERGLenum
PIXEL_UNPACK_BUFFERGLenum
PIXEL_PACK_BUFFER_BINDINGGLenum
PIXEL_UNPACK_BUFFER_BINDINGGLenum
FLOAT_MAT2x3GLenum
FLOAT_MAT2x4GLenum
FLOAT_MAT3x2GLenum
FLOAT_MAT3x4GLenum
FLOAT_MAT4x2GLenum
FLOAT_MAT4x3GLenum
SRGBGLenum
SRGB8GLenum
SRGB8_ALPHA8GLenum
COMPARE_REF_TO_TEXTUREGLenum
RGBA32FGLenum
RGB32FGLenum
RGBA16FGLenum
RGB16FGLenum
VERTEX_ATTRIB_ARRAY_INTEGERGLenum
MAX_ARRAY_TEXTURE_LAYERSGLenum
MIN_PROGRAM_TEXEL_OFFSETGLenum
MAX_PROGRAM_TEXEL_OFFSETGLenum
MAX_VARYING_COMPONENTSGLenum
TEXTURE_2D_ARRAYGLenum
TEXTURE_BINDING_2D_ARRAYGLenum
R11F_G11F_B10FGLenum
UNSIGNED_INT_10F_11F_11F_REVGLenum
RGB9_E5GLenum
UNSIGNED_INT_5_9_9_9_REVGLenum
TRANSFORM_FEEDBACK_BUFFER_MODEGLenum
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTSGLenum
TRANSFORM_FEEDBACK_VARYINGSGLenum
TRANSFORM_FEEDBACK_BUFFER_STARTGLenum
TRANSFORM_FEEDBACK_BUFFER_SIZEGLenum
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTENGLenum
RASTERIZER_DISCARDGLenum
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTSGLenum
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBSGLenum
INTERLEAVED_ATTRIBSGLenum
SEPARATE_ATTRIBSGLenum
TRANSFORM_FEEDBACK_BUFFERGLenum
TRANSFORM_FEEDBACK_BUFFER_BINDINGGLenum
RGBA32UIGLenum
RGB32UIGLenum
RGBA16UIGLenum
RGB16UIGLenum
RGBA8UIGLenum
RGB8UIGLenum
RGBA32IGLenum
RGB32IGLenum
RGBA16IGLenum
RGB16IGLenum
RGBA8IGLenum
RGB8IGLenum
RED_INTEGERGLenum
RGB_INTEGERGLenum
RGBA_INTEGERGLenum
SAMPLER_2D_ARRAYGLenum
SAMPLER_2D_ARRAY_SHADOWGLenum
SAMPLER_CUBE_SHADOWGLenum
UNSIGNED_INT_VEC2GLenum
UNSIGNED_INT_VEC3GLenum
UNSIGNED_INT_VEC4GLenum
INT_SAMPLER_2DGLenum
INT_SAMPLER_3DGLenum
INT_SAMPLER_CUBEGLenum
INT_SAMPLER_2D_ARRAYGLenum
UNSIGNED_INT_SAMPLER_2DGLenum
UNSIGNED_INT_SAMPLER_3DGLenum
UNSIGNED_INT_SAMPLER_CUBEGLenum
UNSIGNED_INT_SAMPLER_2D_ARRAYGLenum
DEPTH_COMPONENT32FGLenum
DEPTH32F_STENCIL8GLenum
FLOAT_32_UNSIGNED_INT_24_8_REVGLenum
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODINGGLenum
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPEGLenum
FRAMEBUFFER_ATTACHMENT_RED_SIZEGLenum
FRAMEBUFFER_ATTACHMENT_GREEN_SIZEGLenum
FRAMEBUFFER_ATTACHMENT_BLUE_SIZEGLenum
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZEGLenum
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZEGLenum
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZEGLenum
FRAMEBUFFER_DEFAULTGLenum
UNSIGNED_INT_24_8GLenum
DEPTH24_STENCIL8GLenum
UNSIGNED_NORMALIZEDGLenum
DRAW_FRAMEBUFFER_BINDINGGLenum
READ_FRAMEBUFFERGLenum
DRAW_FRAMEBUFFERGLenum
READ_FRAMEBUFFER_BINDINGGLenum
RENDERBUFFER_SAMPLESGLenum
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYERGLenum
MAX_COLOR_ATTACHMENTSGLenum
COLOR_ATTACHMENT1GLenum
COLOR_ATTACHMENT2GLenum
COLOR_ATTACHMENT3GLenum
COLOR_ATTACHMENT4GLenum
COLOR_ATTACHMENT5GLenum
COLOR_ATTACHMENT6GLenum
COLOR_ATTACHMENT7GLenum
COLOR_ATTACHMENT8GLenum
COLOR_ATTACHMENT9GLenum
COLOR_ATTACHMENT10GLenum
COLOR_ATTACHMENT11GLenum
COLOR_ATTACHMENT12GLenum
COLOR_ATTACHMENT13GLenum
COLOR_ATTACHMENT14GLenum
COLOR_ATTACHMENT15GLenum
FRAMEBUFFER_INCOMPLETE_MULTISAMPLEGLenum
MAX_SAMPLESGLenum
HALF_FLOATGLenum
RGGLenum
RG_INTEGERGLenum
R8GLenum
RG8GLenum
R16FGLenum
R32FGLenum
RG16FGLenum
RG32FGLenum
R8IGLenum
R8UIGLenum
R16IGLenum
R16UIGLenum
R32IGLenum
R32UIGLenum
RG8IGLenum
RG8UIGLenum
RG16IGLenum
RG16UIGLenum
RG32IGLenum
RG32UIGLenum
VERTEX_ARRAY_BINDINGGLenum
R8_SNORMGLenum
RG8_SNORMGLenum
RGB8_SNORMGLenum
SIGNED_NORMALIZEDGLenum
COPY_READ_BUFFERGLenum
COPY_WRITE_BUFFERGLenum
COPY_READ_BUFFER_BINDINGGLenum
COPY_WRITE_BUFFER_BINDINGGLenum
UNIFORM_BUFFERGLenum
UNIFORM_BUFFER_BINDINGGLenum
UNIFORM_BUFFER_STARTGLenum
UNIFORM_BUFFER_SIZEGLenum
MAX_VERTEX_UNIFORM_BLOCKSGLenum
MAX_FRAGMENT_UNIFORM_BLOCKSGLenum
MAX_COMBINED_UNIFORM_BLOCKSGLenum
MAX_UNIFORM_BUFFER_BINDINGSGLenum
MAX_UNIFORM_BLOCK_SIZEGLenum
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTSGLenum
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTSGLenum
UNIFORM_BUFFER_OFFSET_ALIGNMENTGLenum
ACTIVE_UNIFORM_BLOCKSGLenum
UNIFORM_TYPEGLenum
UNIFORM_SIZEGLenum
UNIFORM_BLOCK_INDEXGLenum
UNIFORM_OFFSETGLenum
UNIFORM_ARRAY_STRIDEGLenum
UNIFORM_MATRIX_STRIDEGLenum
UNIFORM_IS_ROW_MAJORGLenum
UNIFORM_BLOCK_BINDINGGLenum
UNIFORM_BLOCK_DATA_SIZEGLenum
UNIFORM_BLOCK_ACTIVE_UNIFORMSGLenum
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICESGLenum
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADERGLenum
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADERGLenum
INVALID_INDEXGLenum
MAX_VERTEX_OUTPUT_COMPONENTSGLenum
MAX_FRAGMENT_INPUT_COMPONENTSGLenum
MAX_SERVER_WAIT_TIMEOUTGLenum
OBJECT_TYPEGLenum
SYNC_CONDITIONGLenum
SYNC_STATUSGLenum
SYNC_FLAGSGLenum
SYNC_FENCEGLenum
SYNC_GPU_COMMANDS_COMPLETEGLenum
UNSIGNALEDGLenum
SIGNALEDGLenum
ALREADY_SIGNALEDGLenum
TIMEOUT_EXPIREDGLenum
CONDITION_SATISFIEDGLenum
WAIT_FAILEDGLenum
SYNC_FLUSH_COMMANDS_BITGLenum
VERTEX_ATTRIB_ARRAY_DIVISORGLenum
ANY_SAMPLES_PASSEDGLenum
ANY_SAMPLES_PASSED_CONSERVATIVEGLenum
SAMPLER_BINDINGGLenum
RGB10_A2UIGLenum
INT_2_10_10_10_REVGLenum
TRANSFORM_FEEDBACKGLenum
TRANSFORM_FEEDBACK_PAUSEDGLenum
TRANSFORM_FEEDBACK_ACTIVEGLenum
TRANSFORM_FEEDBACK_BINDINGGLenum
TEXTURE_IMMUTABLE_FORMATGLenum
MAX_ELEMENT_INDEXGLenum
TEXTURE_IMMUTABLE_LEVELSGLenum
TIMEOUT_IGNOREDGLint64
MAX_CLIENT_WAIT_TIMEOUT_WEBGLGLenum

方法

方法返回值类型
copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr)void
getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint)void
blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum)void
framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture | null, level: GLint, layer: GLint)void
invalidateFramebuffer(target: GLenum, attachments: GLenum[])void
invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei)void
readBuffer(src: GLenum)void
getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum)any
renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei)void
texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei)void
texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei)void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr)void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource)void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView | null)void
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint)void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr)void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource)void
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView | null, srcOffset?: GLuint)void
copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)void
compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)void
compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint)void
compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr)void
compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint)void
getFragDataLocation(program: WebGLProgram, name: string)GLint
uniform1ui(location: WebGLUniformLocation | null, v0: GLuint)void
uniform2ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint)void
uniform3ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint, v2: GLuint)void
uniform4ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint)void
uniform1uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform2uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform3uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform4uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix3x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix4x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix2x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix4x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix2x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix3x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint)void
vertexAttribI4iv(index: GLuint, values: Int32List)void
vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint)void
vertexAttribI4uiv(index: GLuint, values: Uint32List)void
vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr)void
vertexAttribDivisor(index: GLuint, divisor: GLuint)void
drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei)void
drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei)void
drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr)void
drawBuffers(buffers: GLenum[])void
clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint)void
clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint)void
clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint)void
clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint)void
createQuery()WebGLQuery | null
deleteQuery(query: WebGLQuery | null)void
isQuery(query: WebGLQuery | null)GLboolean
beginQuery(target: GLenum, query: WebGLQuery)void
endQuery(target: GLenum)void
getQuery(target: GLenum, pname: GLenum)WebGLQuery | null
getQueryParameter(query: WebGLQuery, pname: GLenum)any
createSampler()WebGLSampler | null
deleteSampler(sampler: WebGLSampler | null)void
isSampler(sampler: WebGLSampler | null)GLboolean
bindSampler(unit: GLuint, sampler: WebGLSampler | null)void
samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint)void
samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat)void;
getSamplerParameter(sampler: WebGLSampler, pname: GLenum)any
fenceSync(condition: GLenum, flags: GLbitfield)WebGLSync | null
isSync(sync: WebGLSync | null)GLboolean
deleteSync(sync: WebGLSync | null)void
clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64)GLenum
waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64)void
getSyncParameter(sync: WebGLSync, pname: GLenum)any
createTransformFeedback()WebGLTransformFeedback | null
deleteTransformFeedback(tf: WebGLTransformFeedback | null)void
isTransformFeedback(tf: WebGLTransformFeedback | null)GLboolean
bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback | null)void
beginTransformFeedback(primitiveMode: GLenum)void
endTransformFeedback()void
transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum)void
getTransformFeedbackVarying(program: WebGLProgram, index: GLuint)WebGLActiveInfo | null
pauseTransformFeedback()void
resumeTransformFeedback()void
bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer | null)void
bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer | null, offset: GLintptr, size: GLsizeiptr)void
getIndexedParameter(target: GLenum, index: GLuint)any
getUniformIndices(program: WebGLProgram, uniformNames: string[])GLuint[] | null
getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum)any
getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string)GLuint
getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum)any
getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint)string | null
uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint)void
createVertexArray()WebGLVertexArrayObject | null
deleteVertexArray(vertexArray: WebGLVertexArrayObject | null)void
isVertexArray(vertexArray: WebGLVertexArrayObject | null)GLboolean
bindVertexArray(array: WebGLVertexArrayObject | null)void

WebGL2RenderingContextOverloads

WebGL2RenderingContextOverloads

方法返回值类型
bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum)void
bufferData(target: GLenum, srcData: BufferSource | null, usage: GLenum)void
bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource)void
bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint)void
bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint)void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView | null)void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource)void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null)void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource)void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr)void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource)void
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint)void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr)void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource)void
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint)void
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)void
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint)void
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr)void
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint)void
uniform1fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform2fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform3fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform4fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform1iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform2iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform3iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniform4iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint)void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView | null)void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr)void
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint)void

最后

有很多小伙伴不知道学习哪些鸿蒙开发技术?不知道需要重点掌握哪些鸿蒙应用开发知识点?而且学习时频繁踩坑,最终浪费大量时间。所以有一份实用的鸿蒙(HarmonyOS NEXT)资料用来跟着学习是非常有必要的。 

这份鸿蒙(HarmonyOS NEXT)资料包含了鸿蒙开发必掌握的核心知识要点,内容包含了ArkTS、ArkUI开发组件、Stage模型、多端部署、分布式应用开发、音频、视频、WebGL、OpenHarmony多媒体技术、Napi组件、OpenHarmony内核、OpenHarmony南向开发、鸿蒙项目实战等等)鸿蒙(HarmonyOS NEXT)技术知识点。

希望这一份鸿蒙学习资料能够给大家带来帮助,有需要的小伙伴自行领取,限时开源,先到先得~无套路领取!!

获取这份完整版高清学习路线,请点击→纯血版全套鸿蒙HarmonyOS NEXT学习资料

鸿蒙(HarmonyOS NEXT)最新学习路线

  •  HarmonOS基础技能

  • HarmonOS就业必备技能 
  •  HarmonOS多媒体技术

  • 鸿蒙NaPi组件进阶

  • HarmonOS高级技能

  • 初识HarmonOS内核 
  • 实战就业级设备开发

有了路线图,怎么能没有学习资料呢,小编也准备了一份联合鸿蒙官方发布笔记整理收纳的一套系统性的鸿蒙(OpenHarmony )学习手册(共计1236页)鸿蒙(OpenHarmony )开发入门教学视频,内容包含:ArkTS、ArkUI、Web开发、应用模型、资源分类…等知识点。

获取以上完整版高清学习路线,请点击→纯血版全套鸿蒙HarmonyOS NEXT学习资料

《鸿蒙 (OpenHarmony)开发入门教学视频》

《鸿蒙生态应用开发V2.0白皮书》

图片

《鸿蒙 (OpenHarmony)开发基础到实战手册》

OpenHarmony北向、南向开发环境搭建

图片

 《鸿蒙开发基础》

  • ArkTS语言
  • 安装DevEco Studio
  • 运用你的第一个ArkTS应用
  • ArkUI声明式UI开发
  • .……

图片

 《鸿蒙开发进阶》

  • Stage模型入门
  • 网络管理
  • 数据管理
  • 电话服务
  • 分布式应用开发
  • 通知与窗口管理
  • 多媒体技术
  • 安全技能
  • 任务管理
  • WebGL
  • 国际化开发
  • 应用测试
  • DFX面向未来设计
  • 鸿蒙系统移植和裁剪定制
  • ……

图片

《鸿蒙进阶实战》

  • ArkTS实践
  • UIAbility应用
  • 网络案例
  • ……

图片

 获取以上完整鸿蒙HarmonyOS学习资料,请点击→纯血版全套鸿蒙HarmonyOS NEXT学习资料

总结

总的来说,华为鸿蒙不再兼容安卓,对中年程序员来说是一个挑战,也是一个机会。只有积极应对变化,不断学习和提升自己,他们才能在这个变革的时代中立于不败之地。 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值