RenderingContext class

Constructors

RenderingContext.create(LibOpenGLES gl, int width, int height)

Properties

gl LibOpenGLES
final
hashCode int
The hash code for this object.
no setterinherited
height int
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
width int
final

Methods

activeTexture(int texture) → void
attachShader(Program program, WebGLShader shader) → void
beginTransformFeedback(int primitiveMode) → void
bindAttribLocation(Program program, int index, String name) → void
bindBuffer(int target, Buffer? buffer) → void
bindBufferBase(int target, int index, Buffer? buffer) → void
bindFramebuffer(int target, Framebuffer? framebuffer) → void
bindRenderbuffer(int target, Renderbuffer? renderbuffer) → void
bindTexture(int target, WebGLTexture? texture) → void
bindTransformFeedback(int target, TransformFeedback feedback) → void
bindVertexArray(VertexArrayObject array) → void
blendEquation(int mode) → void
blendEquationSeparate(int modeRGB, int modeAlpha) → void
blendFunc(int sfactor, int dfactor) → void
blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
bufferData(int target, NativeArray<num> data, int usage) → void
Be careful which type of integer you really pass here. Unfortunately an UInt16List is viewed by the Dart type system just as List
bufferSubData(int target, int dstByteOffset, NativeArray<num> srcData) → void
checkError([String message = '']) → void
As allocating and freeing native memory is expensive and we need regularly buffers to receive values from FFI function we create a small set here that will be reused constantly
checkFramebufferStatus(int target) int
clear(int mask) → void
clearBufferiv(int buffer, int drawbuffer, int value) → void
clearBufferuiv(int buffer, int drawbuffer, int value) → void
clearColor(double red, double green, double blue, double alpha) → void
clearDepth(double depth) → void
clearStencil(int s) → void
colorMask(bool red, bool green, bool blue, bool alpha) → void
compileShader(WebGLShader shader, [bool checkForErrors = true]) → void
compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, NativeArray<num>? pixels) → void
compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, NativeArray<num>? pixels) → void
compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, NativeArray<num>? pixels) → void
compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, NativeArray<num>? pixels) → void
copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → void
copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
createBuffer() Buffer
createFramebuffer() Framebuffer
createProgram() Program
createRenderbuffer() Renderbuffer
createShader(int type) WebGLShader
createTexture() WebGLTexture
createTransformFeedback() TransformFeedback
createVertexArray() VertexArrayObject
cullFace(int mode) → void
deleteBuffer(Buffer buffer) → void
deleteFramebuffer(Framebuffer? framebuffer) → void
deleteProgram(Program program) → void
deleteRenderbuffer(Renderbuffer renderbuffer) → void
deleteShader(WebGLShader shader) → void
deleteTexture(WebGLTexture texture) → void
deleteTransformFeedback(TransformFeedback feedback) → void
deleteVertexArray(VertexArrayObject array) → void
depthFunc(int func) → void
depthMask(bool flag) → void
disable(int cap) → void
disableVertexAttribArray(int index) → void
drawArrays(int mode, int first, int count) → void
drawArraysInstanced(int mode, int first, int count, int instanceCount) → void
drawBuffers(Uint32Array buffers) → void
drawElements(int mode, int count, int type, int offset) → void
drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount) → void
enable(int cap) → void
enableVertexAttribArray(int index) → void
endTransformFeedback() → void
finish() → void
floatListToArrayPointer(List<double> list) Pointer<Float>
flush() → void
framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer? renderbuffer) → void
framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture? texture, int level) → void
framebufferTextureLayer(int target, int attachment, int texture, int level, int layer) → void
frontFace(int mode) → void
generateMipmap(int target) → void
getActiveAttrib(Program v0, int v1) ActiveInfo
getActiveUniform(Program v0, int v1) ActiveInfo
getAttribLocation(Program program, String name) UniformLocation
getContextAttributes() → dynamic
getError() int
getExtension(String key) Object?
getExtensionMacos(String key) List<String>
getIntegerv(int v0) int
getParameter(int key) int
getProgramInfoLog(Program program) String?
getProgramParameter(Program program, int pname) WebGLParameter
getShaderInfoLog(WebGLShader shader) String?
getShaderParameter(WebGLShader shader, int pname) bool
getShaderPrecisionFormat(int shadertype, int precisiontype) ShaderPrecisionFormat
getShaderSource(int shader) String?
getStringi(int key, int index) String
getTransformFeedbackVarying(int program, int index) ActiveInfo
getUniformBlockIndex(Program program, String uniformBlockName) int
getUniformLocation(Program program, String name) UniformLocation
invalidateFramebuffer(int target, List<int> attachments) → void
isProgram(Program program) bool
isTransformFeedback(TransformFeedback feedback) bool
lineWidth(double width) → void
linkProgram(Program program, [bool checkForErrors = true]) → void
loadImageFromAsset(String assetPath) Future<Image>
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
pauseTransformFeedback() → void
pixelStorei(int pname, int param) → void
polygonOffset(double factor, double units) → void
readPixels(int x, int y, int width, int height, int format, int type, NativeArray<num>? pixels) → void
renderbufferStorage(int target, int internalformat, int width, int height) → void
renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height) → void
resumeTransformFeedback() → void
scissor(int x, int y, int width, int height) → void
shaderSource(WebGLShader shader, String shaderSource) → void
startCheck(String type) → void
stencilFunc(int func, int ref, int mask) → void
stencilMask(int mask) → void
stencilOp(int fail, int zfail, int zpass) → void
texImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, NativeArray<num>? pixels) → void
texImage2D_NOSIZE(int target, int level, int internalformat, int format, int type, NativeArray<num>? pixels) → void
texImage2DfromAsset(int target, String assetPath, {int level = 0, int internalformat = WebGL.RGBA32UI, int format = WebGL.RGBA, int type = WebGL.UNSIGNED_INT}) Future<void>
texImage2DfromImage(int target, Image image, {int level = 0, int internalformat = WebGL.RGBA, int format = WebGL.RGBA, int type = WebGL.UNSIGNED_BYTE}) Future<void>
texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, NativeArray<num>? pixels) → void
texParameterf(int target, int pname, double param) → void
texParameteri(int target, int pname, int param) → void
texStorage2D(int target, int levels, int internalformat, int width, int height) → void
texStorage3D(int target, int levels, int internalformat, int width, int height, int depth) → void
texSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, NativeArray<num>? pixels) → void
texSubImage2D_NOSIZE(int target, int level, int xoffset, int yoffset, int format, int type, NativeArray<num>? pixels) → void
texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, NativeArray<num>? pixels) → void
toString() String
A string representation of this object.
inherited
transformFeedbackVaryings(Program program, int count, List<String> varyings, int bufferMode) → void
uniform1f(UniformLocation location, double x) → void
uniform1fv(UniformLocation location, List<double> v) → void
uniform1i(UniformLocation location, int x) → void
uniform1iv(UniformLocation location, List<int> v) → void
uniform1ui(UniformLocation? location, int v0) → void
uniform1uiv(UniformLocation? location, Uint32Array v) → void
uniform2f(UniformLocation location, double x, double y) → void
uniform2fv(UniformLocation location, List<double> v) → void
uniform2i(UniformLocation location, int x, int y) → void
uniform2iv(UniformLocation location, List<int> v) → void
uniform2ui(UniformLocation? location, int v0, int v1) → void
uniform2uiv(UniformLocation? location, Uint32Array v) → void
uniform3f(UniformLocation location, double x, double y, double z) → void
uniform3fv(UniformLocation location, List<double> vectors) → void
uniform3iv(UniformLocation location, List<int> v) → void
uniform3ui(UniformLocation? location, int v0, int v1, int v2) → void
uniform3uiv(UniformLocation? location, Uint32Array v) → void
uniform4f(UniformLocation location, double x, double y, double z, double w) → void
uniform4fv(UniformLocation location, List<double> vectors) → void
uniform4iv(UniformLocation location, List<int> v) → void
uniform4ui(UniformLocation? location, int v0, int v1, int v2, int v3) → void
uniform4uiv(UniformLocation? location, Uint32Array v) → void
uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding) → void
uniformMatrix2fv(UniformLocation location, bool transpose, List<double> values) → void
uniformMatrix3fv(UniformLocation location, bool transpose, List<double> values) → void
uniformMatrix4fv(UniformLocation location, bool transpose, List<double> values) → void
be careful, data always has a length that is a multiple of 16
useProgram(Program? program) → void
vertexAttrib1fv(int index, List<double> values) → void
vertexAttrib2fv(int index, List<double> values) → void
vertexAttrib3fv(int index, List<double> values) → void
vertexAttrib4fv(int index, List<double> values) → void
vertexAttribDivisor(int index, int divisor) → void
vertexAttribIPointer(int index, int size, int type, int stride, int pointer) → void
vertexAttribPointer(int index, int size, int type, bool normalized, int stride, int offset) → void
viewport(int x, int y, int width, int height) → void

Operators

operator ==(Object other) bool
The equality operator.
inherited