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
"aBinormal"
aBitangent → const String
"aBitangent"
aBoneIndex → const String
"aBoneIndex"
aBoneWeight → const String
"aBoneWeight"
aCenter → const String
"aCenter"
aColor → const String
"aColor"
aColorAlpha → const String
"aColorAlpha"
aNormal → const String
"aNormal"
aPointSize → const String
"aPointSize"
aPosition → const String
"aPosition"
aTangent → const String
"aTangent"
aTexUV → const String
"aTexUV"
cBlendEquation → const String
"cBlendEquation"
cColorWrite → const String
"cColorWrite"
cDepthFunc → const String
"cDepthFunc"
cDepthTest → const String
"cDepthTest"
cDepthWrite → const String
"cDepthWrite"
cDrawMode → const String
"cDrawMode"
cNumInstances → const String
"cNumInstances"
cNumItems → const String
"cNumItems"
cStencilFunc → const String
"cStencilFunc"
cStencilOp → const String
"cStencilOp"
cStencilWrite → const String
"cStencilWrite"
GL_ACTIVE_ATTRIBUTES → const int
0x8B89
GL_ACTIVE_TEXTURE → const int
0x84E0
GL_ACTIVE_UNIFORM_BLOCKS → const int
0x8A36
GL_ACTIVE_UNIFORMS → const int
0x8B86
GL_ALIASED_LINE_WIDTH_RANGE → const int
0x846E
GL_ALIASED_POINT_SIZE_RANGE → const int
0x846D
GL_ALPHA → const int
0x1906
GL_ALPHA_BITS → const int
0x0D55
GL_ALWAYS → const int
0x0207
GL_ANY_SAMPLES_PASSED → const int
0x8C2F
GL_ANY_SAMPLES_PASSED_CONSERVATIVE → const int
0x8D6A
GL_ARRAY_BUFFER → const int
0x8892
GL_ARRAY_BUFFER_BINDING → const int
0x8894
GL_ATTACHED_SHADERS → const int
0x8B85
GL_BACK → const int
0x0405
GL_BLEND → const int
0x0BE2
GL_BLEND_COLOR → const int
0x8005
GL_BLEND_DST_ALPHA → const int
0x80CA
GL_BLEND_DST_RGB → const int
0x80C8
GL_BLEND_EQUATION → const int
0x8009
GL_BLEND_EQUATION_ALPHA → const int
0x883D
GL_BLEND_EQUATION_RGB → const int
0x8009
GL_BLEND_SRC_ALPHA → const int
0x80CB
GL_BLEND_SRC_RGB → const int
0x80C9
GL_BLUE_BITS → const int
0x0D54
GL_BOOL → const int
0x8B56
GL_BOOL_VEC2 → const int
0x8B57
GL_BOOL_VEC3 → const int
0x8B58
GL_BOOL_VEC4 → const int
0x8B59
GL_BROWSER_DEFAULT_WEBGL → const int
0x9244
GL_BUFFER_SIZE → const int
0x8764
GL_BUFFER_USAGE → const int
0x8765
GL_BYTE → const int
0x1400
GL_CCW → const int
0x0901
GL_CLAMP_TO_EDGE → const int
0x812F
GL_CLEAR_ALL → const int
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT
GL_COLOR → const int
0x1800
GL_COLOR_ATTACHMENT0 → const int
0x8CE0
GL_COLOR_ATTACHMENT1 → const int
0x8CE1
GL_COLOR_ATTACHMENT2 → const int
0x8CE2
GL_COLOR_ATTACHMENT3 → const int
0x8CE3
GL_COLOR_ATTACHMENT4 → const int
0x8CE4
GL_COLOR_ATTACHMENT5 → const int
0x8CE5
GL_COLOR_ATTACHMENT6 → const int
0x8CE6
GL_COLOR_ATTACHMENT7 → const int
0x8CE7
GL_COLOR_ATTACHMENT8 → const int
0x8CE8
GL_COLOR_ATTACHMENT9 → const int
0x8CE9
GL_COLOR_ATTACHMENT10 → const int
0x8CEA
GL_COLOR_ATTACHMENT11 → const int
0x8CEB
GL_COLOR_ATTACHMENT12 → const int
0x8CEC
GL_COLOR_ATTACHMENT13 → const int
0x8CED
GL_COLOR_ATTACHMENT14 → const int
0x8CEE
GL_COLOR_ATTACHMENT15 → const int
0x8CEF
GL_COLOR_BUFFER_BIT → const int
0x00004000
GL_COLOR_CLEAR_VALUE → const int
0x0C22
GL_COLOR_WRITEMASK → const int
0x0C23
GL_COMPARE_REF_TO_TEXTURE → const int
0x884E
GL_COMPILE_STATUS → const int
0x8B81
GL_CONDITION_SATISFIED → const int
0x911C
GL_CONSTANT_ALPHA → const int
0x8003
GL_CONSTANT_COLOR → const int
0x8001
GL_CONTEXT_LOST_WEBGL → const int
0x9242
GL_COPY_READ_BUFFER → const int
0x8F36
GL_COPY_READ_BUFFER_BINDING → const int
0x8F36
GL_COPY_WRITE_BUFFER → const int
0x8F37
GL_COPY_WRITE_BUFFER_BINDING → const int
0x8F37
GL_CULL_FACE → const int
0x0B44
GL_CULL_FACE_MODE → const int
0x0B45
GL_CURRENT_PROGRAM → const int
0x8B8D
GL_CURRENT_QUERY → const int
0x8865
GL_CURRENT_VERTEX_ATTRIB → const int
0x8626
GL_CW → const int
0x0900
GL_DECR → const int
0x1E03
GL_DECR_WRAP → const int
0x8508
GL_DELETE_STATUS → const int
0x8B80
GL_DEPTH → const int
0x1801
GL_DEPTH24_STENCIL8 → const int
0x88F0
GL_DEPTH32F_STENCIL8 → const int
0x8CAD
GL_DEPTH_ATTACHMENT → const int
0x8D00
GL_DEPTH_BITS → const int
0x0D56
GL_DEPTH_BUFFER_BIT → const int
0x00000100
GL_DEPTH_CLEAR_VALUE → const int
0x0B73
GL_DEPTH_COMPONENT → const int
0x1902
GL_DEPTH_COMPONENT16 → const int
0x81A5
GL_DEPTH_COMPONENT24 → const int
0x81A6
GL_DEPTH_COMPONENT32F → const int
0x8CAC
GL_DEPTH_FUNC → const int
0x0B74
GL_DEPTH_RANGE → const int
0x0B70
GL_DEPTH_STENCIL → const int
0x84F9
GL_DEPTH_STENCIL_ATTACHMENT → const int
0x821A
GL_DEPTH_TEST → const int
0x0B71
GL_DEPTH_WRITEMASK → const int
0x0B72
GL_DITHER → const int
0x0BD0
GL_DRAW_BUFFER0 → const int
0x8825
GL_DRAW_BUFFER1 → const int
0x8826
GL_DRAW_BUFFER2 → const int
0x8827
GL_DRAW_BUFFER3 → const int
0x8828
GL_DRAW_BUFFER4 → const int
0x8829
GL_DRAW_BUFFER5 → const int
0x882A
GL_DRAW_BUFFER6 → const int
0x882B
GL_DRAW_BUFFER7 → const int
0x882C
GL_DRAW_BUFFER8 → const int
0x882D
GL_DRAW_BUFFER9 → const int
0x882E
GL_DRAW_BUFFER10 → const int
0x882F
GL_DRAW_BUFFER11 → const int
0x8830
GL_DRAW_BUFFER12 → const int
0x8831
GL_DRAW_BUFFER13 → const int
0x8832
GL_DRAW_BUFFER14 → const int
0x8833
GL_DRAW_BUFFER15 → const int
0x8834
GL_DRAW_FRAMEBUFFER → const int
0x8CA9
GL_DRAW_FRAMEBUFFER_BINDING → const int
0x8CA6
GL_DST_ALPHA → const int
0x0304
GL_DST_COLOR → const int
0x0306
GL_DYNAMIC_COPY → const int
0x88EA
GL_DYNAMIC_DRAW → const int
0x88E8
GL_DYNAMIC_READ → const int
0x88E9
GL_ELEMENT_ARRAY_BUFFER → const int
0x8893
GL_ELEMENT_ARRAY_BUFFER_BINDING → const int
0x8895
GL_EQUAL → const int
0x0202
GL_FASTEST → const int
0x1101
GL_FLOAT → const int
0x1406
GL_FLOAT_32_UNSIGNED_INT_24_8_REV → const int
0x8DAD
GL_FLOAT_MAT2 → const int
0x8B5A
GL_FLOAT_MAT2x3 → const int
0x8B65
GL_FLOAT_MAT2x4 → const int
0x8B66
GL_FLOAT_MAT3 → const int
0x8B5B
GL_FLOAT_MAT3x2 → const int
0x8B67
GL_FLOAT_MAT3x4 → const int
0x8B68
GL_FLOAT_MAT4 → const int
0x8B5C
GL_FLOAT_MAT4x2 → const int
0x8B69
GL_FLOAT_MAT4x3 → const int
0x8B6A
GL_FLOAT_VEC2 → const int
0x8B50
GL_FLOAT_VEC3 → const int
0x8B51
GL_FLOAT_VEC4 → const int
0x8B52
GL_FRAGMENT_SHADER → const int
0x8B30
GL_FRAGMENT_SHADER_DERIVATIVE_HINT → const int
0x8B8B
GL_FRAMEBUFFER → const int
0x8D40
GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE → const int
0x8215
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE → const int
0x8214
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING → const int
0x8210
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE → const int
0x8211
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE → const int
0x8216
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE → const int
0x8213
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME → const int
0x8CD1
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE → const int
0x8CD0
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE → const int
0x8212
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE → const int
0x8217
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE → const int
0x8CD3
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER → const int
0x8CD4
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL → const int
0x8CD2
GL_FRAMEBUFFER_BINDING → const int
0x8CA6
GL_FRAMEBUFFER_COMPLETE → const int
0x8CD5
GL_FRAMEBUFFER_DEFAULT → const int
0x8218
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT → const int
0x8CD6
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS → const int
0x8CD9
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT → const int
0x8CD7
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE → const int
0x8D56
GL_FRAMEBUFFER_UNSUPPORTED → const int
0x8CDD
GL_FRONT → const int
0x0404
GL_FRONT_AND_BACK → const int
0x0408
GL_FRONT_FACE → const int
0x0B46
GL_FUNC_ADD → const int
0x8006
GL_FUNC_REVERSE_SUBTRACT → const int
0x800B
GL_FUNC_SUBTRACT → const int
0x800A
GL_GEQUAL → const int
0x0206
GL_GREATER → const int
0x0204
GL_GREEN_BITS → const int
0x0D53
GL_HALF_FLOAT → const int
0x140B
GL_HIGH_FLOAT → const int
0x8DF2
GL_HIGH_INT → const int
0x8DF5
GL_IMPLEMENTATION_COLOR_READ_FORMAT → const int
0x8B9B
GL_IMPLEMENTATION_COLOR_READ_TYPE → const int
0x8B9A
GL_INCR → const int
0x1E02
GL_INCR_WRAP → const int
0x8507
GL_INT → const int
0x1404
GL_INT_2_10_10_10_REV → const int
0x8D9F
GL_INT_SAMPLER_2D → const int
0x8DCA
GL_INT_SAMPLER_2D_ARRAY → const int
0x8DCF
GL_INT_SAMPLER_3D → const int
0x8DCB
GL_INT_SAMPLER_CUBE → const int
0x8DCC
GL_INT_VEC2 → const int
0x8B53
GL_INT_VEC3 → const int
0x8B54
GL_INT_VEC4 → const int
0x8B55
GL_INTERLEAVED_ATTRIBS → const int
0x8C8C
GL_INVALID_ENUM → const int
0x0500
GL_INVALID_FRAMEBUFFER_OPERATION → const int
0x0506
GL_INVALID_INDEX → const int
0xFFFFFFFF
GL_INVALID_OPERATION → const int
0x0502
GL_INVALID_VALUE → const int
0x0501
GL_INVERT → const int
0x150A
GL_KEEP → const int
0x1E00
GL_LEQUAL → const int
0x0203
GL_LESS → const int
0x0201
GL_LINE_LOOP → const int
0x0002
GL_LINE_STRIP → const int
0x0003
GL_LINE_WIDTH → const int
0x0B21
GL_LINEAR → const int
0x2601
GL_LINEAR_MIPMAP_LINEAR → const int
0x2703
GL_LINEAR_MIPMAP_NEAREST → const int
0x2701
GL_LINES → const int
0x0001
0x8B82
GL_LOW_FLOAT → const int
0x8DF0
GL_LOW_INT → const int
0x8DF3
GL_LUMINANCE → const int
0x1909
GL_LUMINANCE_ALPHA → const int
0x190A
GL_MAX → const int
0x8008
GL_MAX_3D_TEXTURE_SIZE → const int
0x8073
GL_MAX_ARRAY_TEXTURE_LAYERS → const int
0x88FF
GL_MAX_COLOR_ATTACHMENTS → const int
0x8CDF
GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS → const int
0x8A33
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS → const int
0x8B4D
GL_MAX_COMBINED_UNIFORM_BLOCKS → const int
0x8A2E
GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS → const int
0x8A31
GL_MAX_CUBE_MAP_TEXTURE_SIZE → const int
0x851C
GL_MAX_DRAW_BUFFERS → const int
0x8824
GL_MAX_ELEMENT_INDEX → const int
0x8D6B
GL_MAX_ELEMENTS_INDICES → const int
0x80E9
GL_MAX_ELEMENTS_VERTICES → const int
0x80E8
GL_MAX_FRAGMENT_INPUT_COMPONENTS → const int
0x9125
GL_MAX_FRAGMENT_UNIFORM_BLOCKS → const int
0x8A2D
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS → const int
0x8B49
GL_MAX_FRAGMENT_UNIFORM_VECTORS → const int
0x8DFD
GL_MAX_PROGRAM_TEXEL_OFFSET → const int
0x8905
GL_MAX_RENDERBUFFER_SIZE → const int
0x84E8
GL_MAX_SAMPLES → const int
0x8D57
GL_MAX_SERVER_WAIT_TIMEOUT → const int
0x9111
GL_MAX_TEXTURE_IMAGE_UNITS → const int
0x8872
GL_MAX_TEXTURE_LOD_BIAS → const int
0x84FD
GL_MAX_TEXTURE_SIZE → const int
0x0D33
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS → const int
0x8C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS → const int
0x8C8B
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS → const int
0x8C80
GL_MAX_UNIFORM_BLOCK_SIZE → const int
0x8A30
GL_MAX_UNIFORM_BUFFER_BINDINGS → const int
0x8A2F
GL_MAX_VARYING_COMPONENTS → const int
0x8B4B
GL_MAX_VARYING_VECTORS → const int
0x8DFC
GL_MAX_VERTEX_ATTRIBS → const int
0x8869
GL_MAX_VERTEX_OUTPUT_COMPONENTS → const int
0x9122
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS → const int
0x8B4C
GL_MAX_VERTEX_UNIFORM_BLOCKS → const int
0x8A2B
GL_MAX_VERTEX_UNIFORM_COMPONENTS → const int
0x8B4A
GL_MAX_VERTEX_UNIFORM_VECTORS → const int
0x8DFB
GL_MAX_VIEWPORT_DIMS → const int
0x0D3A
GL_MEDIUM_FLOAT → const int
0x8DF1
GL_MEDIUM_INT → const int
0x8DF4
GL_MIN → const int
0x8007
GL_MIN_PROGRAM_TEXEL_OFFSET → const int
0x8904
GL_MIRRORED_REPEAT → const int
0x8370
GL_NEAREST → const int
0x2600
GL_NEAREST_MIPMAP_LINEAR → const int
0x2702
GL_NEAREST_MIPMAP_NEAREST → const int
0x2700
GL_NEVER → const int
0x0200
GL_NICEST → const int
0x1102
GL_NO_ERROR → const int
0
GL_NONE → const int
0
GL_NOTEQUAL → const int
0x0205
GL_OBJECT_TYPE → const int
0x9112
GL_ONE → const int
1
GL_ONE_MINUS_CONSTANT_ALPHA → const int
0x8004
GL_ONE_MINUS_CONSTANT_COLOR → const int
0x8002
GL_ONE_MINUS_DST_ALPHA → const int
0x0305
GL_ONE_MINUS_DST_COLOR → const int
0x0307
GL_ONE_MINUS_SRC_ALPHA → const int
0x0303
GL_ONE_MINUS_SRC_COLOR → const int
0x0301
GL_OUT_OF_MEMORY → const int
0x0505
GL_PACK_ALIGNMENT → const int
0x0D05
GL_PACK_ROW_LENGTH → const int
0x0D02
GL_PACK_SKIP_PIXELS → const int
0x0D04
GL_PACK_SKIP_ROWS → const int
0x0D03
GL_PIXEL_PACK_BUFFER → const int
0x88EB
GL_PIXEL_PACK_BUFFER_BINDING → const int
0x88ED
GL_PIXEL_UNPACK_BUFFER → const int
0x88EC
GL_PIXEL_UNPACK_BUFFER_BINDING → const int
0x88EF
GL_POINTS → const int
0x0000
GL_POLYGON_OFFSET_FACTOR → const int
0x8038
GL_POLYGON_OFFSET_FILL → const int
0x8037
GL_POLYGON_OFFSET_UNITS → const int
0x2A00
GL_QUERY_RESULT → const int
0x8866
GL_QUERY_RESULT_AVAILABLE → const int
0x8867
GL_R8 → const int
0x8229
GL_R8_SNORM → const int
0x8F94
GL_R8I → const int
0x8231
GL_R8UI → const int
0x8232
GL_R11F_G11F_B10F → const int
0x8C3A
GL_R16F → const int
0x822D
GL_R16I → const int
0x8233
GL_R16UI → const int
0x8234
GL_R32F → const int
0x822E
GL_R32I → const int
0x8235
GL_R32UI → const int
0x8236
GL_RASTERIZER_DISCARD → const int
0x8C89
GL_READ_BUFFER → const int
0x0C02
GL_READ_FRAMEBUFFER → const int
0x8CA8
GL_READ_FRAMEBUFFER_BINDING → const int
0x8CAA
GL_RED → const int
0x1903
GL_RED_BITS → const int
0x0D52
GL_RED_INTEGER → const int
0x8D94
GL_RENDERBUFFER → const int
0x8D41
GL_RENDERBUFFER_ALPHA_SIZE → const int
0x8D53
GL_RENDERBUFFER_BINDING → const int
0x8CA7
GL_RENDERBUFFER_BLUE_SIZE → const int
0x8D52
GL_RENDERBUFFER_DEPTH_SIZE → const int
0x8D54
GL_RENDERBUFFER_GREEN_SIZE → const int
0x8D51
GL_RENDERBUFFER_HEIGHT → const int
0x8D43
GL_RENDERBUFFER_INTERNAL_FORMAT → const int
0x8D44
GL_RENDERBUFFER_RED_SIZE → const int
0x8D50
GL_RENDERBUFFER_SAMPLES → const int
0x8CAB
GL_RENDERBUFFER_STENCIL_SIZE → const int
0x8D55
GL_RENDERBUFFER_WIDTH → const int
0x8D42
GL_RENDERER → const int
0x1F01
GL_REPEAT → const int
0x2901
GL_REPLACE → const int
0x1E01
GL_RG → const int
0x8227
GL_RG8 → const int
0x822B
GL_RG8_SNORM → const int
0x8F95
GL_RG8I → const int
0x8237
GL_RG8UI → const int
0x8238
GL_RG16F → const int
0x822F
GL_RG16I → const int
0x8239
GL_RG16UI → const int
0x823A
GL_RG32F → const int
0x8230
GL_RG32I → const int
0x823B
GL_RG32UI → const int
0x823C
GL_RG_INTEGER → const int
0x8228
GL_RGB → const int
0x1907
GL_RGB5_A1 → const int
0x8057
GL_RGB8 → const int
0x8051
GL_RGB8_SNORM → const int
0x8F96
GL_RGB8I → const int
0x8D8F
GL_RGB8UI → const int
0x8D7D
GL_RGB9_E5 → const int
0x8C3D
GL_RGB10_A2 → const int
0x8059
GL_RGB10_A2UI → const int
0x906F
GL_RGB16F → const int
0x881B
GL_RGB16I → const int
0x8D89
GL_RGB16UI → const int
0x8D77
GL_RGB32F → const int
0x8815
GL_RGB32I → const int
0x8D83
GL_RGB32UI → const int
0x8D71
GL_RGB565 → const int
0x8D62
GL_RGB_INTEGER → const int
0x8D98
GL_RGBA → const int
0x1908
GL_RGBA4 → const int
0x8056
GL_RGBA8 → const int
0x8058
GL_RGBA8_SNORM → const int
0x8F97
GL_RGBA8I → const int
0x8D8E
GL_RGBA8UI → const int
0x8D7C
GL_RGBA16F → const int
0x881A
GL_RGBA16I → const int
0x8D88
GL_RGBA16UI → const int
0x8D76
GL_RGBA32F → const int
0x8814
GL_RGBA32I → const int
0x8D82
GL_RGBA32UI → const int
0x8D70
GL_RGBA_INTEGER → const int
0x8D99
GL_SAMPLE_ALPHA_TO_COVERAGE → const int
0x809E
GL_SAMPLE_BUFFERS → const int
0x80A8
GL_SAMPLE_COVERAGE → const int
0x80A0
GL_SAMPLE_COVERAGE_INVERT → const int
0x80AB
GL_SAMPLE_COVERAGE_VALUE → const int
0x80AA
GL_SAMPLER_2D → const int
0x8B5E
GL_SAMPLER_2D_ARRAY → const int
0x8DC1
GL_SAMPLER_2D_ARRAY_SHADOW → const int
0x8DC4
GL_SAMPLER_2D_SHADOW → const int
0x8B62
GL_SAMPLER_3D → const int
0x8B5F
GL_SAMPLER_BINDING → const int
0x8919
GL_SAMPLER_CUBE → const int
0x8B60
GL_SAMPLER_CUBE_SHADOW → const int
0x8DC5
GL_SAMPLES → const int
0x80A9
GL_SCISSOR_BOX → const int
0x0C10
GL_SCISSOR_TEST → const int
0x0C11
GL_SEPARATE_ATTRIBS → const int
0x8C8D
GL_SHADER_TYPE → const int
0x8B4F
GL_SHADING_LANGUAGE_VERSION → const int
0x8B8C
GL_SHORT → const int
0x1402
GL_SIGNALED → const int
0x9119
GL_SIGNED_NORMALIZED → const int
0x8F9C
GL_SRC_ALPHA → const int
0x0302
GL_SRC_ALPHA_SATURATE → const int
0x0308
GL_SRC_COLOR → const int
0x0300
GL_SRGB → const int
0x8C40
GL_SRGB8 → const int
0x8C41
GL_SRGB8_ALPHA8 → const int
0x8C43
GL_STATIC_COPY → const int
0x88E6
GL_STATIC_DRAW → const int
0x88E4
GL_STATIC_READ → const int
0x88E5
GL_STENCIL → const int
0x1802
GL_STENCIL_ATTACHMENT → const int
0x8D20
GL_STENCIL_BACK_FAIL → const int
0x8801
GL_STENCIL_BACK_FUNC → const int
0x8800
GL_STENCIL_BACK_PASS_DEPTH_FAIL → const int
0x8802
GL_STENCIL_BACK_PASS_DEPTH_PASS → const int
0x8803
GL_STENCIL_BACK_REF → const int
0x8CA3
GL_STENCIL_BACK_VALUE_MASK → const int
0x8CA4
GL_STENCIL_BACK_WRITEMASK → const int
0x8CA5
GL_STENCIL_BITS → const int
0x0D57
GL_STENCIL_BUFFER_BIT → const int
0x00000400
GL_STENCIL_CLEAR_VALUE → const int
0x0B91
GL_STENCIL_FAIL → const int
0x0B94
GL_STENCIL_FUNC → const int
0x0B92
GL_STENCIL_INDEX → const int
0x1901
GL_STENCIL_INDEX8 → const int
0x8D48
GL_STENCIL_PASS_DEPTH_FAIL → const int
0x0B95
GL_STENCIL_PASS_DEPTH_PASS → const int
0x0B96
GL_STENCIL_REF → const int
0x0B97
GL_STENCIL_TEST → const int
0x0B90
GL_STENCIL_VALUE_MASK → const int
0x0B93
GL_STENCIL_WRITEMASK → const int
0x0B98
GL_STREAM_COPY → const int
0x88E2
GL_STREAM_DRAW → const int
0x88E0
GL_STREAM_READ → const int
0x88E1
GL_SUBPIXEL_BITS → const int
0x0D50
GL_SYNC_CONDITION → const int
0x9113
GL_SYNC_FENCE → const int
0x9116
GL_SYNC_FLAGS → const int
0x9115
GL_SYNC_FLUSH_COMMANDS_BIT → const int
0x00000001
GL_SYNC_GPU_COMMANDS_COMPLETE → const int
0x9117
GL_SYNC_STATUS → const int
0x9114
GL_TEXTURE → const int
0x1702
GL_TEXTURE0 → const int
0x84C0
GL_TEXTURE_2D → const int
0x0DE1
GL_TEXTURE_2D_ARRAY → const int
0x8C1A
GL_TEXTURE_3D → const int
0x806F
GL_TEXTURE_BASE_LEVEL → const int
0x813C
GL_TEXTURE_BINDING_2D → const int
0x8069
GL_TEXTURE_BINDING_2D_ARRAY → const int
0x8C1D
GL_TEXTURE_BINDING_3D → const int
0x806A
GL_TEXTURE_BINDING_CUBE_MAP → const int
0x8514
GL_TEXTURE_COMPARE_FUNC → const int
0x884D
GL_TEXTURE_COMPARE_MODE → const int
0x884C
GL_TEXTURE_CUBE_MAP → const int
0x8513
GL_TEXTURE_CUBE_MAP_NEGATIVE_X → const int
0x8516
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y → const int
0x8518
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z → const int
0x851A
GL_TEXTURE_CUBE_MAP_POSITIVE_X → const int
0x8515
GL_TEXTURE_CUBE_MAP_POSITIVE_Y → const int
0x8517
GL_TEXTURE_CUBE_MAP_POSITIVE_Z → const int
0x8519
GL_TEXTURE_IMMUTABLE_FORMAT → const int
0x912F
GL_TEXTURE_IMMUTABLE_LEVELS → const int
0x82DF
GL_TEXTURE_MAG_FILTER → const int
0x2800
GL_TEXTURE_MAX_ANISOTROPY_EXT → const int
0x84FE
GL_TEXTURE_MAX_LEVEL → const int
0x813D
GL_TEXTURE_MAX_LOD → const int
0x813B
GL_TEXTURE_MIN_FILTER → const int
0x2801
GL_TEXTURE_MIN_LOD → const int
0x813A
GL_TEXTURE_WRAP_R → const int
0x8072
GL_TEXTURE_WRAP_S → const int
0x2802
GL_TEXTURE_WRAP_T → const int
0x2803
GL_TIMEOUT_EXPIRED → const int
0x911B
GL_TRANSFORM_FEEDBACK → const int
0x8E22
GL_TRANSFORM_FEEDBACK_ACTIVE → const int
0x8E24
GL_TRANSFORM_FEEDBACK_BINDING → const int
0x8E25
GL_TRANSFORM_FEEDBACK_BUFFER → const int
0x8C8E
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING → const int
0x8C8F
GL_TRANSFORM_FEEDBACK_BUFFER_MODE → const int
0x8C7F
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE → const int
0x8C85
GL_TRANSFORM_FEEDBACK_BUFFER_START → const int
0x8C84
GL_TRANSFORM_FEEDBACK_PAUSED → const int
0x8E23
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN → const int
0x8C88
GL_TRANSFORM_FEEDBACK_VARYINGS → const int
0x8C83
GL_TRIANGLE_FAN → const int
0x0006
GL_TRIANGLE_STRIP → const int
0x0005
GL_TRIANGLES → const int
0x0004
GL_UNIFORM_ARRAY_STRIDE → const int
0x8A3C
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES → const int
0x8A43
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS → const int
0x8A42
GL_UNIFORM_BLOCK_BINDING → const int
0x8A3F
GL_UNIFORM_BLOCK_DATA_SIZE → const int
0x8A40
GL_UNIFORM_BLOCK_INDEX → const int
0x8A3A
GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER → const int
0x8A46
GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER → const int
0x8A44
GL_UNIFORM_BUFFER → const int
0x8A11
GL_UNIFORM_BUFFER_BINDING → const int
0x8A28
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT → const int
0x8A34
GL_UNIFORM_BUFFER_SIZE → const int
0x8A2A
GL_UNIFORM_BUFFER_START → const int
0x8A29
GL_UNIFORM_IS_ROW_MAJOR → const int
0x8A3E
GL_UNIFORM_MATRIX_STRIDE → const int
0x8A3D
GL_UNIFORM_OFFSET → const int
0x8A3B
GL_UNIFORM_SIZE → const int
0x8A38
GL_UNIFORM_TYPE → const int
0x8A37
GL_UNMASKED_RENDERER_WEBGL → const int
0x9246
GL_UNMASKED_VENDOR_WEBGL → const int
0x9245
GL_UNPACK_ALIGNMENT → const int
0x0CF5
GL_UNPACK_COLORSPACE_CONVERSION_WEBGL → const int
0x9243
GL_UNPACK_FLIP_Y_WEBGL → const int
0x9240
GL_UNPACK_IMAGE_HEIGHT → const int
0x806E
GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL → const int
0x9241
GL_UNPACK_ROW_LENGTH → const int
0x0CF2
GL_UNPACK_SKIP_IMAGES → const int
0x806D
GL_UNPACK_SKIP_PIXELS → const int
0x0CF4
GL_UNPACK_SKIP_ROWS → const int
0x0CF3
GL_UNSIGNALED → const int
0x9118
GL_UNSIGNED_BYTE → const int
0x1401
GL_UNSIGNED_INT → const int
0x1405
GL_UNSIGNED_INT_2_10_10_10_REV → const int
0x8368
GL_UNSIGNED_INT_5_9_9_9_REV → const int
0x8C3E
GL_UNSIGNED_INT_10F_11F_11F_REV → const int
0x8C3B
GL_UNSIGNED_INT_24_8 → const int
0x84FA
GL_UNSIGNED_INT_SAMPLER_2D → const int
0x8DD2
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY → const int
0x8DD7
GL_UNSIGNED_INT_SAMPLER_3D → const int
0x8DD3
GL_UNSIGNED_INT_SAMPLER_CUBE → const int
0x8DD4
GL_UNSIGNED_INT_VEC2 → const int
0x8DC6
GL_UNSIGNED_INT_VEC3 → const int
0x8DC7
GL_UNSIGNED_INT_VEC4 → const int
0x8DC8
GL_UNSIGNED_NORMALIZED → const int
0x8C17
GL_UNSIGNED_SHORT → const int
0x1403
GL_UNSIGNED_SHORT_4_4_4_4 → const int
0x8033
GL_UNSIGNED_SHORT_5_5_5_1 → const int
0x8034
GL_UNSIGNED_SHORT_5_6_5 → const int
0x8363
GL_VALIDATE_STATUS → const int
0x8B83
GL_VENDOR → const int
0x1F00
GL_VERSION → const int
0x1F02
GL_VERTEX_ARRAY_BINDING → const int
0x85B5
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING → const int
0x889F
GL_VERTEX_ATTRIB_ARRAY_DIVISOR → const int
0x88FE
GL_VERTEX_ATTRIB_ARRAY_ENABLED → const int
0x8622
GL_VERTEX_ATTRIB_ARRAY_INTEGER → const int
0x88FD
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED → const int
0x886A
GL_VERTEX_ATTRIB_ARRAY_POINTER → const int
0x8645
GL_VERTEX_ATTRIB_ARRAY_SIZE → const int
0x8623
GL_VERTEX_ATTRIB_ARRAY_STRIDE → const int
0x8624
GL_VERTEX_ATTRIB_ARRAY_TYPE → const int
0x8625
GL_VERTEX_SHADER → const int
0x8B31
GL_VIEWPORT → const int
0x0BA2
GL_WAIT_FAILED → const int
0x911D
GL_ZERO → const int
0
iaColor → const String
"iaColor"
iaRotation → const String
"iaRotation"
iaScale → const String
"iaScale"
iaTranslation → const String
"iaTranslation"
kMaxBones → const int
128
kMaxLights → const int
4
kNoAnisotropicFilterLevel → const int
1
lightTypeDirectional → const int
1
lightTypeDirectionalFloat → const String
"${lightTypeDirectional}.0"
lightTypeInvalid → const int
0
lightTypeInvalidFloat → const String
"${lightTypeInvalid}.0"
lightTypePoint → const int
3
lightTypePointFloat → const String
"${lightTypePoint}.0"
lightTypeSpot → const int
2
lightTypeSpotFloat → const String
"${lightTypeSpot}.0"
NO_WEBGL_MESSAGE → const String
""" Calling canvas.getContext("webgl2") failed, make sure you run on a computer that supports WebGL2. You can test your browser's compatibility here: http://webgl…
NullVertexShaderString → const String
""" void main() { gl_Position = vec4(${aPosition}, 1.0); } """
NullVertexShaderWithTextureForwardString → const String
""" void main() { gl_Position = vec4(${aPosition}, 1.0); ${vTexUV} = ${aTexUV}; } """
oFragColor → const String
"oFragColor"
PackedRGBALib → const String
""" // r,g,b,a are in the range of [0, 254] // float = r / 255^1 + g / 255^2 + b / 255^3 + a / 255^4 // float is assumed to be in [0, 1] /&#…
PerlinNoiseFunctions → const String
""" vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { retu…
photoEffectHelper → const String
""" vec3 SepiaColor(float gray, float sepiaFactor) { vec3 sepiaColor = vec3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0); vec3 one3 = vec3(1.0); vec3 color = gray…
prefixAttribute → const int
0x61
prefixControl → const int
0x63
prefixInstancer → const int
0x69
prefixTransform → const int
0x74
prefixUniform → const int
0x75
ShadowMapShaderLib → const String
""" float GetShadow(vec3 depth, sampler2DShadow shadowMap, float bias1, float bias2) { depth.z = depth.z - bias1; return texture(shadowMap, depth); //return 1.0 - s…
SimplexNoiseFunction2 → const String
""" float snoise2(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) …
SimplexNoiseFunction3 → const String
""" float snoise3(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) …
SimplexNoiseHelpers → const String
""" vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { retur…
StdLibShader → const String
""" // ============================================================ // MISC // ============================================================ vec3 ColorFromPositi…
StdLibShaderDerivative → const String
""" vec2 dHdxy_fwd(vec2 uv, float scale, sampler2D map) { float H = texture(map, uv).x; float dHx = texture(map, uv + dFdx(uv)).x - H; float dHy = texture(map, uv + dFdy(uv)…
StdVertexBody → const String
"gl_Position = ${uPerspectiveViewMatrix} * ${uModelMatrix} * vec4(${aPosition}, 1.0);"
StdVertexNormalForward → const String
"${vNormal} = ${uNormalMatrix} * ${aNormal};"
StdVertexShaderWithTextureForwardString → const String
""" void main() { gl_Position = ${uPerspectiveViewMatrix} * ${uModelMatrix} * vec4(${aPosition}, 1.0); ${vTexUV} = ${aTexUV}; } """
tForce → const String
"tForce"
tPosition → const String
"tPosition"
tSpeed → const String
"tSpeed"
uAngle → const String
"uAngle"
uAnimationTable → const String
"uAnimationTable"
uBoneMatrices → const String
"uBoneMatrices"
uBumpMap → const String
"uBumpMap"
uBumpScale → const String
"uBumpScale"
uCameraFar → const String
"uCameraFar"
uCameraNear → const String
"uCameraNear"
uCanvasSize → const String
"uCanvasSize"
uCenter2 → const String
"uCenter2"
uColor → const String
"uColor"
uColorAlpha → const String
"uColorAlpha"
uColorAlpha2 → const String
"uColorAlpha2"
uColorAmbient → const String
"uAmbientDiffuse"
uColorDiffuse → const String
"uColorDiffuse"
uColorEmissive → const String
"uColorEmissive"
uColorSpecular → const String
"uColorSpecular"
uConvolutionMatrix → const String
"uConvolutionMatrix"
uCubeTexture → const String
"uCubeTexture"
uCutOff → const String
"uCutOff"
uDepthMap → const String
"uDepthMap"
uDirection → const String
"uDirection"
uEyePosition → const String
"uEyePosition"
uFogFar → const String
"uFogFar"
uFogNear → const String
"uFogNear"
uLightCount → const String
"uLightCount"
uLightDescs → const String
"uLightDescs"
uLightPerspectiveViewMatrix → const String
"uLightPerspectiveViewMatrix"
uLightTypes → const String
"uLightTypes"
uMaterial → const String
"uMaterial"
uModelMatrix → const String
"uModelMatrix"
uNormalMap → const String
"uNormalMap"
uNormalMatrix → const String
"uNormalMatrix"
uNormalScale → const String
"uNormalScale"
uOpacity → const String
"uOpacity"
uPerspectiveViewMatrix → const String
"uPerspectiveViewMatrix"
uPointSize → const String
"uPointSize"
uRange → const String
"uRange"
uScale → const String
"uScale"
uShadowBias → const String
"uShadowBias"
uShadowMap → const String
"uShadowMap"
uShininess → const String
"uShininess"
uSpecularMap → const String
"uSpecularMap"
uTexture → const String
"uTexture"
uTexture2 → const String
"uTexture2"
uTexture3 → const String
"uTexture3"
uTexture4 → const String
"uTexture4"
uTime → const String
"uTime"
uTransformationMatrix → const String
"uTransformationMatrix"
VarTypeFloat → const String
"float"
VarTypeIndex → const String
"index"
VarTypeInt → const String
"int"
VarTypeMat3 → const String
"mat3"
VarTypeMat4 → const String
"mat4"
VarTypeSampler2D → const String
"sampler2D"
VarTypeSampler2DShadow → const String
"sampler2DShadow"
VarTypeSamplerCube → const String
"samplerCube"
VarTypeUvec2 → const String
"uvec2"
VarTypeUvec3 → const String
"uvec3"
VarTypeUvec4 → const String
"uvec4"
VarTypeVec2 → const String
"vec2"
VarTypeVec3 → const String
"vec3"
VarTypeVec4 → const String
"vec4"
vCenter → const String
"vCenter"
vColor → const String
"vColor"
vDepth → const String
"vDepth"
vLightWeighting → const String
"vLightWeighting"
vNormal → const String
"vNormal"
vPosition → const String
"vPosition"
vPositionFromLight → const String
"vPositionFromLight"
vTexUV → const String
"vTexUV"

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
read / write
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
read / write
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
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) 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<int>> v, [Uint32List data]) → Uint32List
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
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 ShapeTorusKnotGeometry 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 t) → double
ParametricCurveFunc(double u, Vector3 out) → void