chronosgl library
Classes
- AnimatedSkeleton
- represents a Skeleton ready to be used for skinning.
- Bone
- the basic unit of a skeleton. Bones form a tree structure and have a parent bone.
- BoneAnimation
- represents Key frame animation data for a single bone in a skeleton.
- BoneVisualizer
- ChronosGL
- Prepares a canvas for 3d rendering. Contains wrapper for all the WebGL2 bindings
- CubeTexture
- DirectionalLight
- Conceptually a directional light is emanating from a infinitely large source at infinite distance.
- DrawStats
- Helper class for holding info produced by RenderProgram::Draw().
- Edge3
- Face1
- Face2
- Face3
- Face4
- Framebuffer
- FramebufferFormat
- GeometryBuilder
- Helper for Shader independent Mesh creation. Supports Faces with 3 and 4 Nodes or point clouds. Use GeometryBuilderToMeshData() to create the Mesh for a specific Shader.
- Illumination
- represents a collection of Lights.
- ImageTexture
- Keyboard
- HTML keyboard handling
- Light
- represents a light source with helpers for light and shadow computation. Light is NOT a UniformGroup. But several Lights can be added to an Illumination object which is a *UnformGroup.
- Material
- is a light weight container for uniforms related to the appearance of a mesh. At most one Material can be passed to the RenderProgram::Draw() call because it controls the depth, stencil, and blending behavior
- MeshData
- represent the raw data for mesh. Internally this is wrapper around a Vertex Array Object (VAO). MeshData objects can be populated directly but often they will derived from GeometryBuilder objects. The other common way to create a MeshData object is via RenderProgram.MakeMeshData(). Note, MeshData is always associated with a specific RenderProgram but it is possible to assert compatibility with multiple RenderPrograms.
- MidiInput
- Mouse
- HTML mouse handling
- NamedEntity
- is inherited by almost all other classes in ChronosGL. It mostly exists to help with debugging by giving names to objects. It also provides a simple mechanism for en-/dis-abling objects, though what it means to be disabled will differ from class to class.
- Node
- represents a hierarchy of objects that well be rendered by rendered RenderProgram. Typically that hierarchy is a tree but DAGs are supported. Only leaf Nodes will cause draw calls by providing MeshData and Material. Non leaf Nodes are just containers for other Nodes Each Node is a Spatial so it be re-oriented with respect to its parent
- OrbitCamera
- Interactive Camera focused on a specific point.
- Orthographic
- provides an Orthographic Perspective Matrix
- Perspective
- provides the Input for perspective projection, i.e. the uPerspectiveViewMatrix Uniform which also requires a Camera for view matrix.
- PerspectiveResizeAware
- PointLight
- light is emanating from a single point in all directions
- RenderPhase
- represents a sequence of Scenes.
- RenderPhaseResizeAware
- A RenderPhase which automatically updates perspective and viewport when the window size is changed. This assumes that the canvas is always "full screen".
- RenderProgram
- represents program (Fragment + Vertex Shader) running on the GPU with an API to invoke it.
- Scene
- represents a simple scene graph. Each scene is rendered by multiple invocation of a single RenderProgram and contains additional UniformGroups to be passed to that program at draw time.
- ShaderObject
- ShaderVarDesc
- ShadowMap
- SkeletalAnimation
- represents Key frame animation data for an entire skeleton.
- Spatial
- is a base class for object that need to be transformed, e.g. moved, scaled, rotated. It is also used as a Camera abstraction.
- SpotLight
- a cone of directional light is emanating from a point
- Stats
- StatsFps
- Texture
- is the base class for all textures
- TextureProperties
- properties like clamping and mip-mapping.
- TheBlendEquation
- TheStencilFunction
- TheStencilOp
- TypedTexture
- TypedTextureMutable
- UniformGroup
- is an abstraction for a set of uniforms
- UnknownEntity
- Utils
Constants
- aBinormal → const String
- aBitangent → const String
- aBoneIndex → const String
- aBoneWeight → const String
- aCenter → const String
- aColor → const String
- aColorAlpha → const String
- aNormal → const String
- aPointSize → const String
- aPosition → const String
- aTangent → const String
- aTexUV → const String
- cBlendEquation → const String
- cColorWrite → const String
- cDepthFunc → const String
- cDepthTest → const String
- cDepthWrite → const String
- cDrawMode → const String
- cNumInstances → const String
- cNumItems → const String
- cStencilFunc → const String
- cStencilOp → const String
- cStencilWrite → const String
- GL_ACTIVE_ATTRIBUTES → const int
- GL_ACTIVE_TEXTURE → const int
- GL_ACTIVE_UNIFORM_BLOCKS → const int
- GL_ACTIVE_UNIFORMS → const int
- GL_ALIASED_LINE_WIDTH_RANGE → const int
- GL_ALIASED_POINT_SIZE_RANGE → const int
- GL_ALPHA → const int
- GL_ALPHA_BITS → const int
- GL_ALWAYS → const int
- GL_ANY_SAMPLES_PASSED → const int
- GL_ANY_SAMPLES_PASSED_CONSERVATIVE → const int
- GL_ARRAY_BUFFER → const int
- GL_ARRAY_BUFFER_BINDING → const int
- GL_ATTACHED_SHADERS → const int
- GL_BACK → const int
- GL_BLEND → const int
- GL_BLEND_COLOR → const int
- GL_BLEND_DST_ALPHA → const int
- GL_BLEND_DST_RGB → const int
- GL_BLEND_EQUATION → const int
- GL_BLEND_EQUATION_ALPHA → const int
- GL_BLEND_EQUATION_RGB → const int
- GL_BLEND_SRC_ALPHA → const int
- GL_BLEND_SRC_RGB → const int
- GL_BLUE_BITS → const int
- GL_BOOL → const int
- GL_BOOL_VEC2 → const int
- GL_BOOL_VEC3 → const int
- GL_BOOL_VEC4 → const int
- GL_BROWSER_DEFAULT_WEBGL → const int
- GL_BUFFER_SIZE → const int
- GL_BUFFER_USAGE → const int
- GL_BYTE → const int
- GL_CCW → const int
- GL_CLAMP_TO_EDGE → const int
- GL_CLEAR_ALL → const int
- GL_COLOR → const int
- GL_COLOR_ATTACHMENT0 → const int
- GL_COLOR_ATTACHMENT1 → const int
- GL_COLOR_ATTACHMENT10 → const int
- GL_COLOR_ATTACHMENT11 → const int
- GL_COLOR_ATTACHMENT12 → const int
- GL_COLOR_ATTACHMENT13 → const int
- GL_COLOR_ATTACHMENT14 → const int
- GL_COLOR_ATTACHMENT15 → const int
- GL_COLOR_ATTACHMENT2 → const int
- GL_COLOR_ATTACHMENT3 → const int
- GL_COLOR_ATTACHMENT4 → const int
- GL_COLOR_ATTACHMENT5 → const int
- GL_COLOR_ATTACHMENT6 → const int
- GL_COLOR_ATTACHMENT7 → const int
- GL_COLOR_ATTACHMENT8 → const int
- GL_COLOR_ATTACHMENT9 → const int
- GL_COLOR_BUFFER_BIT → const int
- GL_COLOR_CLEAR_VALUE → const int
- GL_COLOR_WRITEMASK → const int
- GL_COMPARE_REF_TO_TEXTURE → const int
- GL_COMPILE_STATUS → const int
- GL_CONDITION_SATISFIED → const int
- GL_CONSTANT_ALPHA → const int
- GL_CONSTANT_COLOR → const int
- GL_CONTEXT_LOST_WEBGL → const int
- GL_COPY_READ_BUFFER → const int
- GL_COPY_READ_BUFFER_BINDING → const int
- GL_COPY_WRITE_BUFFER → const int
- GL_COPY_WRITE_BUFFER_BINDING → const int
- GL_CULL_FACE → const int
- GL_CULL_FACE_MODE → const int
- GL_CURRENT_PROGRAM → const int
- GL_CURRENT_QUERY → const int
- GL_CURRENT_VERTEX_ATTRIB → const int
- GL_CW → const int
- GL_DECR → const int
- GL_DECR_WRAP → const int
- GL_DELETE_STATUS → const int
- GL_DEPTH → const int
- GL_DEPTH24_STENCIL8 → const int
- GL_DEPTH32F_STENCIL8 → const int
- GL_DEPTH_ATTACHMENT → const int
- GL_DEPTH_BITS → const int
- GL_DEPTH_BUFFER_BIT → const int
- GL_DEPTH_CLEAR_VALUE → const int
- GL_DEPTH_COMPONENT → const int
- GL_DEPTH_COMPONENT16 → const int
- GL_DEPTH_COMPONENT24 → const int
- GL_DEPTH_COMPONENT32F → const int
- GL_DEPTH_FUNC → const int
- GL_DEPTH_RANGE → const int
- GL_DEPTH_STENCIL → const int
- GL_DEPTH_STENCIL_ATTACHMENT → const int
- GL_DEPTH_TEST → const int
- GL_DEPTH_WRITEMASK → const int
- GL_DITHER → const int
- GL_DRAW_BUFFER0 → const int
- GL_DRAW_BUFFER1 → const int
- GL_DRAW_BUFFER10 → const int
- GL_DRAW_BUFFER11 → const int
- GL_DRAW_BUFFER12 → const int
- GL_DRAW_BUFFER13 → const int
- GL_DRAW_BUFFER14 → const int
- GL_DRAW_BUFFER15 → const int
- GL_DRAW_BUFFER2 → const int
- GL_DRAW_BUFFER3 → const int
- GL_DRAW_BUFFER4 → const int
- GL_DRAW_BUFFER5 → const int
- GL_DRAW_BUFFER6 → const int
- GL_DRAW_BUFFER7 → const int
- GL_DRAW_BUFFER8 → const int
- GL_DRAW_BUFFER9 → const int
- GL_DRAW_FRAMEBUFFER → const int
- GL_DRAW_FRAMEBUFFER_BINDING → const int
- GL_DST_ALPHA → const int
- GL_DST_COLOR → const int
- GL_DYNAMIC_COPY → const int
- GL_DYNAMIC_DRAW → const int
- GL_DYNAMIC_READ → const int
- GL_ELEMENT_ARRAY_BUFFER → const int
- GL_ELEMENT_ARRAY_BUFFER_BINDING → const int
- GL_EQUAL → const int
- GL_FASTEST → const int
- GL_FLOAT → const int
- GL_FLOAT_32_UNSIGNED_INT_24_8_REV → const int
- GL_FLOAT_MAT2 → const int
- GL_FLOAT_MAT2x3 → const int
- GL_FLOAT_MAT2x4 → const int
- GL_FLOAT_MAT3 → const int
- GL_FLOAT_MAT3x2 → const int
- GL_FLOAT_MAT3x4 → const int
- GL_FLOAT_MAT4 → const int
- GL_FLOAT_MAT4x2 → const int
- GL_FLOAT_MAT4x3 → const int
- GL_FLOAT_VEC2 → const int
- GL_FLOAT_VEC3 → const int
- GL_FLOAT_VEC4 → const int
- GL_FRAGMENT_SHADER → const int
- GL_FRAGMENT_SHADER_DERIVATIVE_HINT → const int
- GL_FRAMEBUFFER → const int
- GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING → const int
- GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE → const int
- GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME → const int
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE → const int
- GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE → const int
- GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE → const int
- GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER → const int
- GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL → const int
- GL_FRAMEBUFFER_BINDING → const int
- GL_FRAMEBUFFER_COMPLETE → const int
- GL_FRAMEBUFFER_DEFAULT → const int
- GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT → const int
- GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS → const int
- GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT → const int
- GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE → const int
- GL_FRAMEBUFFER_UNSUPPORTED → const int
- GL_FRONT → const int
- GL_FRONT_AND_BACK → const int
- GL_FRONT_FACE → const int
- GL_FUNC_ADD → const int
- GL_FUNC_REVERSE_SUBTRACT → const int
- GL_FUNC_SUBTRACT → const int
- GL_GEQUAL → const int
- GL_GREATER → const int
- GL_GREEN_BITS → const int
- GL_HALF_FLOAT → const int
- GL_HIGH_FLOAT → const int
- GL_HIGH_INT → const int
- GL_IMPLEMENTATION_COLOR_READ_FORMAT → const int
- GL_IMPLEMENTATION_COLOR_READ_TYPE → const int
- GL_INCR → const int
- GL_INCR_WRAP → const int
- GL_INT → const int
- GL_INT_2_10_10_10_REV → const int
- GL_INT_SAMPLER_2D → const int
- GL_INT_SAMPLER_2D_ARRAY → const int
- GL_INT_SAMPLER_3D → const int
- GL_INT_SAMPLER_CUBE → const int
- GL_INT_VEC2 → const int
- GL_INT_VEC3 → const int
- GL_INT_VEC4 → const int
- GL_INTERLEAVED_ATTRIBS → const int
- GL_INVALID_ENUM → const int
- GL_INVALID_FRAMEBUFFER_OPERATION → const int
- GL_INVALID_INDEX → const int
- GL_INVALID_OPERATION → const int
- GL_INVALID_VALUE → const int
- GL_INVERT → const int
- GL_KEEP → const int
- GL_LEQUAL → const int
- GL_LESS → const int
- GL_LINE_LOOP → const int
- GL_LINE_STRIP → const int
- GL_LINE_WIDTH → const int
- GL_LINEAR → const int
- GL_LINEAR_MIPMAP_LINEAR → const int
- GL_LINEAR_MIPMAP_NEAREST → const int
- GL_LINES → const int
- GL_LINK_STATUS → const int
- GL_LOW_FLOAT → const int
- GL_LOW_INT → const int
- GL_LUMINANCE → const int
- GL_LUMINANCE_ALPHA → const int
- GL_MAX → const int
- GL_MAX_3D_TEXTURE_SIZE → const int
- GL_MAX_ARRAY_TEXTURE_LAYERS → const int
- GL_MAX_COLOR_ATTACHMENTS → const int
- GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS → const int
- GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS → const int
- GL_MAX_COMBINED_UNIFORM_BLOCKS → const int
- GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS → const int
- GL_MAX_CUBE_MAP_TEXTURE_SIZE → const int
- GL_MAX_DRAW_BUFFERS → const int
- GL_MAX_ELEMENT_INDEX → const int
- GL_MAX_ELEMENTS_INDICES → const int
- GL_MAX_ELEMENTS_VERTICES → const int
- GL_MAX_FRAGMENT_INPUT_COMPONENTS → const int
- GL_MAX_FRAGMENT_UNIFORM_BLOCKS → const int
- GL_MAX_FRAGMENT_UNIFORM_COMPONENTS → const int
- GL_MAX_FRAGMENT_UNIFORM_VECTORS → const int
- GL_MAX_PROGRAM_TEXEL_OFFSET → const int
- GL_MAX_RENDERBUFFER_SIZE → const int
- GL_MAX_SAMPLES → const int
- GL_MAX_SERVER_WAIT_TIMEOUT → const int
- GL_MAX_TEXTURE_IMAGE_UNITS → const int
- GL_MAX_TEXTURE_LOD_BIAS → const int
- GL_MAX_TEXTURE_SIZE → const int
- GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS → const int
- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS → const int
- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS → const int
- GL_MAX_UNIFORM_BLOCK_SIZE → const int
- GL_MAX_UNIFORM_BUFFER_BINDINGS → const int
- GL_MAX_VARYING_COMPONENTS → const int
- GL_MAX_VARYING_VECTORS → const int
- GL_MAX_VERTEX_ATTRIBS → const int
- GL_MAX_VERTEX_OUTPUT_COMPONENTS → const int
- GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS → const int
- GL_MAX_VERTEX_UNIFORM_BLOCKS → const int
- GL_MAX_VERTEX_UNIFORM_COMPONENTS → const int
- GL_MAX_VERTEX_UNIFORM_VECTORS → const int
- GL_MAX_VIEWPORT_DIMS → const int
- GL_MEDIUM_FLOAT → const int
- GL_MEDIUM_INT → const int
- GL_MIN → const int
- GL_MIN_PROGRAM_TEXEL_OFFSET → const int
- GL_MIRRORED_REPEAT → const int
- GL_NEAREST → const int
- GL_NEAREST_MIPMAP_LINEAR → const int
- GL_NEAREST_MIPMAP_NEAREST → const int
- GL_NEVER → const int
- GL_NICEST → const int
- GL_NO_ERROR → const int
- GL_NONE → const int
- GL_NOTEQUAL → const int
- GL_OBJECT_TYPE → const int
- GL_ONE → const int
- GL_ONE_MINUS_CONSTANT_ALPHA → const int
- GL_ONE_MINUS_CONSTANT_COLOR → const int
- GL_ONE_MINUS_DST_ALPHA → const int
- GL_ONE_MINUS_DST_COLOR → const int
- GL_ONE_MINUS_SRC_ALPHA → const int
- GL_ONE_MINUS_SRC_COLOR → const int
- GL_OUT_OF_MEMORY → const int
- GL_PACK_ALIGNMENT → const int
- GL_PACK_ROW_LENGTH → const int
- GL_PACK_SKIP_PIXELS → const int
- GL_PACK_SKIP_ROWS → const int
- GL_PIXEL_PACK_BUFFER → const int
- GL_PIXEL_PACK_BUFFER_BINDING → const int
- GL_PIXEL_UNPACK_BUFFER → const int
- GL_PIXEL_UNPACK_BUFFER_BINDING → const int
- GL_POINTS → const int
- GL_POLYGON_OFFSET_FACTOR → const int
- GL_POLYGON_OFFSET_FILL → const int
- GL_POLYGON_OFFSET_UNITS → const int
- GL_QUERY_RESULT → const int
- GL_QUERY_RESULT_AVAILABLE → const int
- GL_R11F_G11F_B10F → const int
- GL_R16F → const int
- GL_R16I → const int
- GL_R16UI → const int
- GL_R32F → const int
- GL_R32I → const int
- GL_R32UI → const int
- GL_R8 → const int
- GL_R8_SNORM → const int
- GL_R8I → const int
- GL_R8UI → const int
- GL_RASTERIZER_DISCARD → const int
- GL_READ_BUFFER → const int
- GL_READ_FRAMEBUFFER → const int
- GL_READ_FRAMEBUFFER_BINDING → const int
- GL_RED → const int
- GL_RED_BITS → const int
- GL_RED_INTEGER → const int
- GL_RENDERBUFFER → const int
- GL_RENDERBUFFER_ALPHA_SIZE → const int
- GL_RENDERBUFFER_BINDING → const int
- GL_RENDERBUFFER_BLUE_SIZE → const int
- GL_RENDERBUFFER_DEPTH_SIZE → const int
- GL_RENDERBUFFER_GREEN_SIZE → const int
- GL_RENDERBUFFER_HEIGHT → const int
- GL_RENDERBUFFER_INTERNAL_FORMAT → const int
- GL_RENDERBUFFER_RED_SIZE → const int
- GL_RENDERBUFFER_SAMPLES → const int
- GL_RENDERBUFFER_STENCIL_SIZE → const int
- GL_RENDERBUFFER_WIDTH → const int
- GL_RENDERER → const int
- GL_REPEAT → const int
- GL_REPLACE → const int
- GL_RG → const int
- GL_RG16F → const int
- GL_RG16I → const int
- GL_RG16UI → const int
- GL_RG32F → const int
- GL_RG32I → const int
- GL_RG32UI → const int
- GL_RG8 → const int
- GL_RG8_SNORM → const int
- GL_RG8I → const int
- GL_RG8UI → const int
- GL_RG_INTEGER → const int
- GL_RGB → const int
- GL_RGB10_A2 → const int
- GL_RGB10_A2UI → const int
- GL_RGB16F → const int
- GL_RGB16I → const int
- GL_RGB16UI → const int
- GL_RGB32F → const int
- GL_RGB32I → const int
- GL_RGB32UI → const int
- GL_RGB565 → const int
- GL_RGB5_A1 → const int
- GL_RGB8 → const int
- GL_RGB8_SNORM → const int
- GL_RGB8I → const int
- GL_RGB8UI → const int
- GL_RGB9_E5 → const int
- GL_RGB_INTEGER → const int
- GL_RGBA → const int
- GL_RGBA16F → const int
- GL_RGBA16I → const int
- GL_RGBA16UI → const int
- GL_RGBA32F → const int
- GL_RGBA32I → const int
- GL_RGBA32UI → const int
- GL_RGBA4 → const int
- GL_RGBA8 → const int
- GL_RGBA8_SNORM → const int
- GL_RGBA8I → const int
- GL_RGBA8UI → const int
- GL_RGBA_INTEGER → const int
- GL_SAMPLE_ALPHA_TO_COVERAGE → const int
- GL_SAMPLE_BUFFERS → const int
- GL_SAMPLE_COVERAGE → const int
- GL_SAMPLE_COVERAGE_INVERT → const int
- GL_SAMPLE_COVERAGE_VALUE → const int
- GL_SAMPLER_2D → const int
- GL_SAMPLER_2D_ARRAY → const int
- GL_SAMPLER_2D_ARRAY_SHADOW → const int
- GL_SAMPLER_2D_SHADOW → const int
- GL_SAMPLER_3D → const int
- GL_SAMPLER_BINDING → const int
- GL_SAMPLER_CUBE → const int
- GL_SAMPLER_CUBE_SHADOW → const int
- GL_SAMPLES → const int
- GL_SCISSOR_BOX → const int
- GL_SCISSOR_TEST → const int
- GL_SEPARATE_ATTRIBS → const int
- GL_SHADER_TYPE → const int
- GL_SHADING_LANGUAGE_VERSION → const int
- GL_SHORT → const int
- GL_SIGNALED → const int
- GL_SIGNED_NORMALIZED → const int
- GL_SRC_ALPHA → const int
- GL_SRC_ALPHA_SATURATE → const int
- GL_SRC_COLOR → const int
- GL_SRGB → const int
- GL_SRGB8 → const int
- GL_SRGB8_ALPHA8 → const int
- GL_STATIC_COPY → const int
- GL_STATIC_DRAW → const int
- GL_STATIC_READ → const int
- GL_STENCIL → const int
- GL_STENCIL_ATTACHMENT → const int
- GL_STENCIL_BACK_FAIL → const int
- GL_STENCIL_BACK_FUNC → const int
- GL_STENCIL_BACK_PASS_DEPTH_FAIL → const int
- GL_STENCIL_BACK_PASS_DEPTH_PASS → const int
- GL_STENCIL_BACK_REF → const int
- GL_STENCIL_BACK_VALUE_MASK → const int
- GL_STENCIL_BACK_WRITEMASK → const int
- GL_STENCIL_BITS → const int
- GL_STENCIL_BUFFER_BIT → const int
- GL_STENCIL_CLEAR_VALUE → const int
- GL_STENCIL_FAIL → const int
- GL_STENCIL_FUNC → const int
- GL_STENCIL_INDEX → const int
- GL_STENCIL_INDEX8 → const int
- GL_STENCIL_PASS_DEPTH_FAIL → const int
- GL_STENCIL_PASS_DEPTH_PASS → const int
- GL_STENCIL_REF → const int
- GL_STENCIL_TEST → const int
- GL_STENCIL_VALUE_MASK → const int
- GL_STENCIL_WRITEMASK → const int
- GL_STREAM_COPY → const int
- GL_STREAM_DRAW → const int
- GL_STREAM_READ → const int
- GL_SUBPIXEL_BITS → const int
- GL_SYNC_CONDITION → const int
- GL_SYNC_FENCE → const int
- GL_SYNC_FLAGS → const int
- GL_SYNC_FLUSH_COMMANDS_BIT → const int
- GL_SYNC_GPU_COMMANDS_COMPLETE → const int
- GL_SYNC_STATUS → const int
- GL_TEXTURE → const int
- GL_TEXTURE0 → const int
- GL_TEXTURE_2D → const int
- GL_TEXTURE_2D_ARRAY → const int
- GL_TEXTURE_3D → const int
- GL_TEXTURE_BASE_LEVEL → const int
- GL_TEXTURE_BINDING_2D → const int
- GL_TEXTURE_BINDING_2D_ARRAY → const int
- GL_TEXTURE_BINDING_3D → const int
- GL_TEXTURE_BINDING_CUBE_MAP → const int
- GL_TEXTURE_COMPARE_FUNC → const int
- GL_TEXTURE_COMPARE_MODE → const int
- GL_TEXTURE_CUBE_MAP → const int
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X → const int
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y → const int
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z → const int
- GL_TEXTURE_CUBE_MAP_POSITIVE_X → const int
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y → const int
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z → const int
- GL_TEXTURE_IMMUTABLE_FORMAT → const int
- GL_TEXTURE_IMMUTABLE_LEVELS → const int
- GL_TEXTURE_MAG_FILTER → const int
- GL_TEXTURE_MAX_ANISOTROPY_EXT → const int
- GL_TEXTURE_MAX_LEVEL → const int
- GL_TEXTURE_MAX_LOD → const int
- GL_TEXTURE_MIN_FILTER → const int
- GL_TEXTURE_MIN_LOD → const int
- GL_TEXTURE_WRAP_R → const int
- GL_TEXTURE_WRAP_S → const int
- GL_TEXTURE_WRAP_T → const int
- GL_TIMEOUT_EXPIRED → const int
- GL_TRANSFORM_FEEDBACK → const int
- GL_TRANSFORM_FEEDBACK_ACTIVE → const int
- GL_TRANSFORM_FEEDBACK_BINDING → const int
- GL_TRANSFORM_FEEDBACK_BUFFER → const int
- GL_TRANSFORM_FEEDBACK_BUFFER_BINDING → const int
- GL_TRANSFORM_FEEDBACK_BUFFER_MODE → const int
- GL_TRANSFORM_FEEDBACK_BUFFER_SIZE → const int
- GL_TRANSFORM_FEEDBACK_BUFFER_START → const int
- GL_TRANSFORM_FEEDBACK_PAUSED → const int
- GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN → const int
- GL_TRANSFORM_FEEDBACK_VARYINGS → const int
- GL_TRIANGLE_FAN → const int
- GL_TRIANGLE_STRIP → const int
- GL_TRIANGLES → const int
- GL_UNIFORM_ARRAY_STRIDE → const int
- GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES → const int
- GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS → const int
- GL_UNIFORM_BLOCK_BINDING → const int
- GL_UNIFORM_BLOCK_DATA_SIZE → const int
- GL_UNIFORM_BLOCK_INDEX → const int
- GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER → const int
- GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER → const int
- GL_UNIFORM_BUFFER → const int
- GL_UNIFORM_BUFFER_BINDING → const int
- GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT → const int
- GL_UNIFORM_BUFFER_SIZE → const int
- GL_UNIFORM_BUFFER_START → const int
- GL_UNIFORM_IS_ROW_MAJOR → const int
- GL_UNIFORM_MATRIX_STRIDE → const int
- GL_UNIFORM_OFFSET → const int
- GL_UNIFORM_SIZE → const int
- GL_UNIFORM_TYPE → const int
- GL_UNMASKED_RENDERER_WEBGL → const int
- GL_UNMASKED_VENDOR_WEBGL → const int
- GL_UNPACK_ALIGNMENT → const int
- GL_UNPACK_COLORSPACE_CONVERSION_WEBGL → const int
- GL_UNPACK_FLIP_Y_WEBGL → const int
- GL_UNPACK_IMAGE_HEIGHT → const int
- GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL → const int
- GL_UNPACK_ROW_LENGTH → const int
- GL_UNPACK_SKIP_IMAGES → const int
- GL_UNPACK_SKIP_PIXELS → const int
- GL_UNPACK_SKIP_ROWS → const int
- GL_UNSIGNALED → const int
- GL_UNSIGNED_BYTE → const int
- GL_UNSIGNED_INT → const int
- GL_UNSIGNED_INT_10F_11F_11F_REV → const int
- GL_UNSIGNED_INT_24_8 → const int
- GL_UNSIGNED_INT_2_10_10_10_REV → const int
- GL_UNSIGNED_INT_5_9_9_9_REV → const int
- GL_UNSIGNED_INT_SAMPLER_2D → const int
- GL_UNSIGNED_INT_SAMPLER_2D_ARRAY → const int
- GL_UNSIGNED_INT_SAMPLER_3D → const int
- GL_UNSIGNED_INT_SAMPLER_CUBE → const int
- GL_UNSIGNED_INT_VEC2 → const int
- GL_UNSIGNED_INT_VEC3 → const int
- GL_UNSIGNED_INT_VEC4 → const int
- GL_UNSIGNED_NORMALIZED → const int
- GL_UNSIGNED_SHORT → const int
- GL_UNSIGNED_SHORT_4_4_4_4 → const int
- GL_UNSIGNED_SHORT_5_5_5_1 → const int
- GL_UNSIGNED_SHORT_5_6_5 → const int
- GL_VALIDATE_STATUS → const int
- GL_VENDOR → const int
- GL_VERSION → const int
- GL_VERTEX_ARRAY_BINDING → const int
- GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING → const int
- GL_VERTEX_ATTRIB_ARRAY_DIVISOR → const int
- GL_VERTEX_ATTRIB_ARRAY_ENABLED → const int
- GL_VERTEX_ATTRIB_ARRAY_INTEGER → const int
- GL_VERTEX_ATTRIB_ARRAY_NORMALIZED → const int
- GL_VERTEX_ATTRIB_ARRAY_POINTER → const int
- GL_VERTEX_ATTRIB_ARRAY_SIZE → const int
- GL_VERTEX_ATTRIB_ARRAY_STRIDE → const int
- GL_VERTEX_ATTRIB_ARRAY_TYPE → const int
- GL_VERTEX_SHADER → const int
- GL_VIEWPORT → const int
- GL_WAIT_FAILED → const int
- GL_ZERO → const int
- iaColor → const String
- iaRotation → const String
- iaScale → const String
- iaTranslation → const String
- kMaxBones → const int
- kMaxLights → const int
- kNoAnisotropicFilterLevel → const int
- lightTypeDirectional → const int
- lightTypeDirectionalFloat → const String
- lightTypeInvalid → const int
- lightTypeInvalidFloat → const String
- lightTypePoint → const int
- lightTypePointFloat → const String
- lightTypeSpot → const int
- lightTypeSpotFloat → const String
- NO_WEBGL_MESSAGE → const String
- NullVertexShaderString → const String
- NullVertexShaderWithTextureForwardString → const String
- oFragColor → const String
- PackedRGBALib → const String
- PerlinNoiseFunctions → const String
- photoEffectHelper → const String
- prefixAttribute → const int
- prefixControl → const int
- prefixInstancer → const int
- prefixTransform → const int
- prefixUniform → const int
- ShadowMapShaderLib → const String
- SimplexNoiseFunction2 → const String
- SimplexNoiseFunction3 → const String
- SimplexNoiseHelpers → const String
- StdLibShader → const String
- StdLibShaderDerivative → const String
- StdVertexBody → const String
- StdVertexNormalForward → const String
- StdVertexShaderWithTextureForwardString → const String
- tForce → const String
- tPosition → const String
- tSpeed → const String
- uAngle → const String
- uAnimationTable → const String
- uBoneMatrices → const String
- uBumpMap → const String
- uBumpScale → const String
- uCameraFar → const String
- uCameraNear → const String
- uCanvasSize → const String
- uCenter2 → const String
- uColor → const String
- uColorAlpha → const String
- uColorAlpha2 → const String
- uColorAmbient → const String
- uColorDiffuse → const String
- uColorEmissive → const String
- uColorSpecular → const String
- uConvolutionMatrix → const String
- uCubeTexture → const String
- uCutOff → const String
- uDepthMap → const String
- uDirection → const String
- uEyePosition → const String
- uFogFar → const String
- uFogNear → const String
- uLightCount → const String
- uLightDescs → const String
- uLightPerspectiveViewMatrix → const String
- uLightTypes → const String
- uMaterial → const String
- uModelMatrix → const String
- uNormalMap → const String
- uNormalMatrix → const String
- uNormalScale → const String
- uOpacity → const String
- uPerspectiveViewMatrix → const String
- uPointSize → const String
- uRange → const String
- uScale → const String
- uShadowBias → const String
- uShadowMap → const String
- uShininess → const String
- uSpecularMap → const String
- uTexture → const String
- uTexture2 → const String
- uTexture3 → const String
- uTexture4 → const String
- uThickness → const String
- uTime → const String
- uTransformationMatrix → const String
- VarTypeFloat → const String
- VarTypeIndex → const String
- VarTypeInt → const String
- VarTypeMat3 → const String
- VarTypeMat4 → const String
- VarTypeSampler2D → const String
- VarTypeSampler2DShadow → const String
- VarTypeSamplerCube → const String
- VarTypeUvec2 → const String
- VarTypeUvec3 → const String
- VarTypeUvec4 → const String
- VarTypeVec2 → const String
- VarTypeVec3 → const String
- VarTypeVec4 → const String
- vCenter → const String
- vColor → const String
- vDepth → const String
- vLightWeighting → const String
- vNormal → const String
- vPosition → const String
- vPositionFromLight → const String
- vTexUV → const String
Properties
- applyBloomEffectFragmentShader → ShaderObject
-
final
- BACKX → int
-
final
- BACKY → int
-
final
- BACKZ → int
-
final
- BlendEquationAdd → TheBlendEquation
-
final
- BlendEquationMix → TheBlendEquation
-
final
- BlendEquationNone → TheBlendEquation
-
final
- BlendEquationStandard → TheBlendEquation
-
final
- blur1DShader5 → ShaderObject
-
final
- blur1DShader7 → ShaderObject
-
final
- blur1DShader9 → ShaderObject
-
final
- ColorBlack → Vector3
-
final
- ColorBlue → Vector3
-
final
- ColorCyan → Vector3
-
final
- ColorFunctions ↔ String
-
getter/setter pair
- ColorGray2 → Vector3
-
final
- ColorGray4 → Vector3
-
final
- ColorGray6 → Vector3
-
final
- ColorGray8 → Vector3
-
final
- ColorGreen → Vector3
-
final
- ColorLiteBlue → Vector3
-
final
- ColorLiteCyan → Vector3
-
final
- ColorLiteGreen → Vector3
-
final
- ColorLiteMagenta → Vector3
-
final
- ColorLiteRed → Vector3
-
final
- ColorLiteYellow → Vector3
-
final
- ColorMagenta → Vector3
-
final
- ColorRed → Vector3
-
final
- ColorWhite → Vector3
-
final
- ColorYellow → Vector3
-
final
- convolution3x3FragmentShader → ShaderObject
-
final
- ConvolutionMatrixBlur → Matrix3
-
final
- ConvolutionMatrixEdges → Matrix3
-
final
- ConvolutionMatrixEmboss → Matrix3
-
final
- ConvolutionMatrixEmboss2 → Matrix3
-
final
- ConvolutionMatrixEngrave → Matrix3
-
final
- ConvolutionMatrixSharpen → Matrix3
-
final
- ConvolutionOffsetBlur → Vector3
-
final
- ConvolutionOffsetEdges → Vector3
-
final
- ConvolutionOffsetEmboss → Vector3
-
final
- ConvolutionOffsetEmboss2 → Vector3
-
final
- ConvolutionOffsetEngrave → Vector3
-
final
- ConvolutionOffsetSharpen → Vector3
-
final
- copyFragmentShader → ShaderObject
-
final
- copyVertexShader → ShaderObject
-
final
- cubeMapFragmentShader → ShaderObject
-
final
- cubeMapVertexShader → ShaderObject
-
final
- demoFragmentShader → ShaderObject
-
final
- demoVertexShader → ShaderObject
-
final
- dotFragmentShader → ShaderObject
-
final
- effectVertexShader → ShaderObject
-
final
- EmptyMaterial → Material
-
final
- filmFragmentShader → ShaderObject
-
final
- fisheyeFragmentShader → ShaderObject
-
final
- gLogLevel ↔ int
-
getter/setter pair
- hexPixelateFragmentShader → ShaderObject
-
final
-
IcosahedronFaceList
→ List<
Face3> -
final
-
IcosahedronVertexList
→ List<
Vector3> -
final
- kaleidoscopeShader → ShaderObject
-
final
- kUnknownEntity → NamedEntity
-
final
- lightFragmentShaderBlinnPhong → ShaderObject
-
final
- lightFragmentShaderGourad → ShaderObject
-
final
- lightVertexShaderBlinnPhong → ShaderObject
-
final
- lightVertexShaderGourad → ShaderObject
-
final
- lumidotsFragmentShader → ShaderObject
-
final
- luminosityHighPassFragmentShader → ShaderObject
-
final
-
MapStringToEasing
→ Map<
String, Easing> -
final
- medianFilter3Shader → ShaderObject
-
final
- medianFilter5Shader → ShaderObject
-
final
- multiColorFragmentShader → ShaderObject
-
final
- multiColorVertexShader → ShaderObject
-
final
- perlinNoiseVertexShader → ShaderObject
-
final
- pointSpritesFragmentShader → ShaderObject
-
final
- pointSpritesVertexShader → ShaderObject
-
final
- POSX → int
-
final
- POSY → int
-
final
- POSZ → int
-
final
- RIGHTX → int
-
final
- RIGHTY → int
-
final
- RIGHTZ → int
-
final
- scaledLuminosityHighPassFragmentShader → ShaderObject
-
final
- scalingCopyFragmentShader → ShaderObject
-
final
- scalingCopyVertexShader → ShaderObject
-
final
- scanlineFragmentShader → ShaderObject
-
final
- sepiaFragmentShader → ShaderObject
-
final
- shadowFragmentShaderDepth → ShaderObject
-
final
- shadowVertexShaderDepth → ShaderObject
-
final
- sobelFragmentShader → ShaderObject
-
final
- sobelVertexShader → ShaderObject
-
final
- solidColorFragmentShader → ShaderObject
-
final
- solidColorVertexShader → ShaderObject
-
final
- squarePixelateFragmentShader → ShaderObject
-
final
- ssaoFragmentShader → ShaderObject
-
final
- ssaoVertexShader → ShaderObject
-
final
- StencilFunctionAlways → TheStencilFunction
-
final
- StencilFunctionNone → TheStencilFunction
-
final
- t → double
-
final
- techicolorFragmentShader → ShaderObject
-
final
- texturedFragmentShader → ShaderObject
-
final
- texturedVertexShader → ShaderObject
-
final
- TexturePropertiesFramebuffer → TextureProperties
-
final
- TexturePropertiesFramebufferWrapped → TextureProperties
-
final
- TexturePropertiesMipmap → TextureProperties
-
final
- TexturePropertiesShadowMap → TextureProperties
-
final
- TexturePropertiesVideo → TextureProperties
-
final
- toonFragmentShader → ShaderObject
-
final
- tvDistortionFragmentShader → ShaderObject
-
final
- UPX → int
-
final
- UPY → int
-
final
- UPZ → int
-
final
- uvPassthruVertexShader → ShaderObject
-
final
- vignettingFragmentShader → ShaderObject
-
final
- visualizeShadowmapFragmentShaderLinearDepth16 → ShaderObject
-
final
- visualizeShadowmapVertexShaderLinearDepth16 → ShaderObject
-
final
- waterFragmentShader → ShaderObject
-
final
- wireframeFragmentShader → ShaderObject
-
final
- wireframeVertexShader → ShaderObject
-
final
Functions
-
BevelStrips(
List< Vector2> contour, List<Vector2> gradient, List<Vector2> supports, Matrix3 m) → List<List< Vector3> > -
BevelSupportPoints(
double width, double height, int nSupports, {Easing widthEasing = EasingCosine, Easing heightEasing = EasingSine}) → List< Vector2> -
BonePosFromAnimatedSkeleton(
List< Bone> bones, AnimatedSkeleton posed, {double scale = 1.0}) → List<Vector3> -
BonePosFromSkeleton(
List< Bone> bones) → List<Vector3> -
buildPlaneVectors(
Vector3 planeNormal, Vector3 u, Vector3 v) → void -
Colinear(
Vector2 a, Vector2 b, Vector2 c) → bool -
ConeGeometryWireframeFrienly(
double rad, double height, int radialSubdivisions) → GeometryBuilder - Like ConeGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
-
ContourCircle(
int nSegmemts, double radius, [bool ccw = true]) → List< Vector2> -
ConvertToVector2List(
List lst) → List< Vector2> -
ConvertToVector3List(
List lst) → List< Vector3> -
ConvertToVector4List(
int nFill, List lst) → List< Vector4> -
CreateAnimationTable(
List< Bone> skeleton, Matrix4 globalOffsetTransform, SkeletalAnimation animation, List<double> time) → Float32List -
CreateBloomTextureFragmentShader(
int radius, double sigma) → ShaderObject -
createPlane2ColorShader(
) → List< ShaderObject> -
createPlane2GreyShader(
) → List< ShaderObject> -
CrosshatchFragmentShader(
int mode) → ShaderObject -
CubeGeometry(
{double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) → GeometryBuilder - Returns a GeometryBuilder for Cube with TexUVs and optionally Normals.
-
CylinderGeometry(
double radTop, double radBot, double height, int radialSubdivisions, bool computeNormals) → GeometryBuilder -
CylinderGeometryWireframeFriendly(
double radTop, double radBot, double height, int radialSubdivisions) → GeometryBuilder - Like CylinderGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
-
drawRecursively(
RenderProgram prog, Node node, Matrix4 parent, List< DrawStats> ? stats, List<UniformGroup> uniforms) → void -
EasingCosine(
double t) → double -
EasingCubic(
double t) → double -
EasingLinear(
double t) → double -
EasingQuadratic(
double t) → double -
EasingSine(
double t) → double -
EmptyLightVisualizer(
RenderProgram prog, String name) → MeshData -
ExtractPointCloud(
RenderProgram prog, MeshData md, int num_points) → MeshData -
ExtractWireframe(
RenderProgram prog, MeshData md) → MeshData -
ExtractWireframeNormals(
RenderProgram prog, MeshData md, [double scale = 1.0]) → MeshData -
FilterDupsAndColinear(
List< Vector2> contour) → List<Vector2> -
FindBridge(
List< Vector2> contour, Vector2 leftmostHole) → void -
FlattenMatrix4List(
List< Matrix4> v, [Float32List? data]) → Float32List -
FlattenUvec4List(
List< List< v, [Uint32List? data]) → Uint32Listint> > -
FlattenVector2List(
List< Vector2> v, [Float32List? data]) → Float32List -
FlattenVector3List(
List< Vector3> v, [Float32List? data]) → Float32List -
FlattenVector4List(
List< Vector4> v, [Float32List? data]) → Float32List -
GeneralProjection(
List< Vector2> contour, Matrix3 mat) → List<Vector3> -
GeometryBuilderToMeshData(
String name, RenderProgram prog, GeometryBuilder gb) → MeshData -
GeometryBuilderToMeshDataWireframe(
String name, RenderProgram prog, GeometryBuilder gb) → MeshData -
GeometryBuilderToWireframeNormals(
RenderProgram prog, GeometryBuilder gb, [double scale = 1.0]) → MeshData -
GetBounds(
List< Vector2> contour) → Vector4 -
GetContourGradient(
List< Vector2> contour) → List<Vector2> -
GetOrthogonalVector3(
Vector3 dir) → Vector3 -
GetSignedArea(
List< Vector2> contour) → double -
getU2(
double z, double x) → double -
getV2(
double y) → double -
GridGeometry(
int xstrips, int ystrips, double xlen, double ylen) → GeometryBuilder - Checkerboard with xstrips X ystrips fields of dim xlen X ylen centered around the origin
-
hashVector3(
Vector3 v) → int -
IcosahedronGeometry(
{int subdivisions = 4, double scale = 1.0, bool computeNormals = true}) → GeometryBuilder -
ImportAnimationFromAssimp2Json(
Map< String, dynamic> json, List<Bone> skeleton) → SkeletalAnimation -
ImportAnimationFromThreeJsJson(
Map json, List< Bone> skeleton) → SkeletalAnimation -
ImportGeometryFromAssimp2JsonMesh(
Map< String, dynamic> mesh, List<Bone> skeleton) → GeometryBuilder -
ImportGeometryFromThreeJsJson(
Map json) → List< GeometryBuilder> -
ImportGeometryFromWavefront(
String text) → GeometryBuilder -
ImportSkeletonFromAssimp2Json(
Map< String, dynamic> json) → List<Bone> -
ImportSkeletonFromThreeJsJson(
Map json) → List< Bone> -
IntroduceNewShaderVar(
String canonical, ShaderVarDesc desc) → void -
IsConvex(
List< Vector2> contour) → bool -
IsCounterClockWise(
Vector2 a, Vector2 b, Vector2 c) → bool -
IsCubeChildTextureType(
int t) → bool -
IsInPolygon(
List< Vector2> contour, Vector2 p) → bool -
IsInTriangle(
Vector2 a, Vector2 b, Vector2 c, Vector2 p) → bool -
LightVisualizer(
RenderProgram prog, Light light) → MeshData -
LineEndPointsToMeshData(
String name, RenderProgram prog, List< Vector3> points) → MeshData -
LineIntersection(
Vector2 pointa, Vector2 dira, Vector2 pointb, Vector2 dirb) → Vector2? -
LoadCubeImages(
String urlPrefix, String urlSuffix) → List< Future< ImageElement> > -
LoadImage(
String url) → Future< ImageElement> -
LoadJson(
String url) → Future< Map> -
LoadRaw(
String url) → Future< String> -
LoadVideo(
String url) → Future< VideoElement> -
LogDebug(
String s) → void -
LogError(
String s) → void -
LogInfo(
String s) → void -
LogWarn(
String s) → void -
makeGaussianPdfKernelString(
int radius, double sigma) → String -
makePerlinNoiseColorFragmentShader(
bool blackVariant) → ShaderObject -
MakeQuaternion(
List? lst) → Quaternion -
MakeScaleVector3(
List? lst) → Vector3 -
MakeSolidColorCanvas(
String fillStyle) → CanvasElement -
MakeSolidColorTexture(
ChronosGL cgl, String url, String fillStyle) → Texture -
MakeSolidColorTextureRGB(
ChronosGL cgl, String url, Vector3 rgb) → Texture -
MakeSolidColorTextureRGBA(
ChronosGL cgl, String url, Vector4 rgba) → Texture -
MakeTransVector3(
List? lst) → Vector3 -
MakeVector3(
List lst) → Vector3 -
MakeVideoElementFromCamera(
) → Future< VideoElement?> -
NormalFromPoints(
Vector3 a, Vector3 b, Vector3 c, Vector3 temp, Vector3 normal) → bool -
ParametricCurvePointsAndTangents(
ParametricCurveFunc func, double start, double end, int numPoints, {double epsilon = 0.001, bool halfOpen = false}) → List< Vector3> -
Returns a List with alternating points and directions/tangents
Note this creates the curve for the interval
start, end
or, if halfOpen == true, for the half open interval [start, end[. The latter is useful for situations where we expect f(start) == f(end) but because numerical inaccuracies it will be slightly off. In such situations it is better to manually duplicate the f(start) -
QuadGeometry(
num size) → GeometryBuilder - Produces single square: -1 <= x,y <= 1, z == 0
-
RecomputeLocalOffsets(
List< Bone> skeleton) → void -
RetrieveShaderVarDesc(
String canonical) → ShaderVarDesc -
ShapeCube(
RenderProgram prog, {double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) → MeshData -
ShapeCylinder(
RenderProgram prog, double radTop, double radBot, double height, int radialSubdivisions, [bool computeNormals = true]) → MeshData -
ShapeGrid(
RenderProgram prog, int xstrips, int ystrips, double xlen, double ylen) → MeshData -
ShapeIcosahedron(
RenderProgram prog, {int subdivisions = 4, double scale = 1.0, bool computeNormals = true}) → MeshData -
ShapeQuad(
RenderProgram prog, int size) → MeshData -
ShapeTorusKnot(
RenderProgram prog, {double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool computeNormals = true}) → MeshData -
ShapeWedge(
RenderProgram prog, {double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0}) → MeshData -
SimpleExtrusionAxisZ(
List< Vector2> contour, double z) → List<Vector3> -
TextureChannelsByType(
int format) → int -
TorusKnotGeometry(
{double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool wrap = false, bool computeUVs = true, bool computeNormals = true, bool inside = false}) → GeometryBuilder - q == 0 and p == 1 results in a torus
-
TorusKnotGeometryTriangularWireframeFriendly(
{double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool inside = false}) → GeometryBuilder - Like TorusKnotGeometryWireframeFriendly but with triangles rather than quads.
-
TorusKnotGeometryWireframeFriendly(
{double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool computeUVs = true, bool computeNormals = true, bool inside = false}) → GeometryBuilder - Like TorusKnotGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
-
TorusKnotGetPos(
double u, int q, int p, double radius, double heightScale, Vector3 vec) → void - Parametric representation of a TorusKnot u varies from 0 - 2 PI q == 0 and p == 1 results in a torus
-
Triangulate(
List< Vector2> contour) → List<int> ? -
TubeHullBands(
List< Vector3> pointsAndTangents, int segments, double radius) → List<List< Vector3> > - Given the points and corresponding tangents on a curve. Compute the hull (points and normals) at radius around those points divided into segment sections.
-
UnitNode(
RenderProgram prog) → Node -
UpdateAnimatedSkeleton(
List< Bone> skeleton, Matrix4 globalOffsetTransform, SkeletalAnimation animation, AnimatedSkeleton posedSkeleton, double time) → void -
UpdateDirectionalLightVisualizer(
MeshData md, double dim, double delta, Vector3 dir) → void -
UpdateLightVisualizer(
MeshData md, Light light) → void -
UpdatePointLightVisualizer(
MeshData md, Vector3 pos, double range) → void -
UpdatePointLightVisualizer2(
MeshData md, Vector3 pos, double range) → void -
UpdateSpotLightVisualizer(
MeshData md, Vector3 pos, Vector3 dir, double range, double angle) → void -
WedgeGeometry(
{double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) → GeometryBuilder - A Wedge is the lower part of a cube that was cut in half through the plane: (-x, y, -z) (-x, y, z), (x, -y, -z), (x, -y, z)
Typedefs
- Easing = double Function(double t)
- GlBuffer = Buffer
- GlFramebuffer = Framebuffer
- GlProgram = Program
- GlSampler = Sampler
- GlShader = Shader
- GlTexture = Texture
- GlTransformFeedback = TransformFeedback
- GlUniformLocation = UniformLocation
- GlVertexArrayObject = VertexArrayObject
- ParametricCurveFunc = void Function(double u, Vector3 out)