B.RenderContains a set of primitives that provide staging graphics core architecture. ENUMERATIONS:Mask Color mask. {number} R = 1 Red component. {number} G = 2 Green component. {number} B = 4 Blue component. {number} A = 8 Alpha component. {number} RGB = 7 Red, Green, Blue components. {number} RGBA = 15 Red, Green, Blue, Alpha components. Attribute Vertex attribute type. {number} UINT = 1 Unsigned integer. {number} FLOAT = 2 Floating-point scalar. {number} VECTOR2 = 3 Floating-point 2D-vector. {number} VECTOR3 = 4 Floating-point 3D-vector. {number} VECTOR4 = 5 Floating-point 4D-vector. {number} POSITION = 6 Position (VECTOR3 alias). {number} NORMAL = 7 Normal (VECTOR3 alias). {number} TANGENT = 8 Tangent (VECTOR3 alias). {number} UV = 9 UV-coordinates (VECTOR2 alias). {number} COLOR = 10 Color (UINT alias). Index Index type. {number} USHORT = 1 16-bit index. {number} UINT = 2 32-bit index (to check hardware support use device.caps().indexUInt flag). Primitive Primitive type. {number} POINT = 1 Isolated point. {number} LINE = 2 Isolated straight line. {number} TRIANGLE = 3 Isolated triangle. Usage Specifies the usage pattern of the data store. {number} STATIC = 1 The data store contents will be modified once. {number} DYNAMIC = 2 The data store contents will be modified repeatedly. Format Surface format. {number} A = 1 8-bit format (alpha only). {number} RGB = 2 24-bit format using 8 bits for the each channel (red, green, blue). {number} RGBA = 3 32-bit format using 8 bits for the each channel (red, green, blue, alpha). {number} RGB_DXT1 = 4 DXT1 (S3TC) compression format. To check hardware support use device.caps().textureDXT flag. {number} RGBA_DXT5 = 5 DXT5 (S3TC) compression format. To check hardware support use device.caps().textureDXT flag. {number} A_F16 = 6 16-bit floating-point format (alpha only). To check hardware support use device.caps().textureFloat16 flag. {number} RGB_F16 = 7 48-bit floating-point format using 16 bits for the each channel (red, green, blue). To check hardware support use device.caps().textureFloat16 flag. {number} RGBA_F16 = 8 64-bit floating-point format using 16 bits for the each channel (red, green, blue, alpha). To check hardware support use device.caps().textureFloat16 flag. {number} A_F32 = 9 32-bit floating-point format (alpha only). To check hardware support use device.caps().textureFloat32 flag. {number} RGB_F32 = 10 96-bit floating-point format using 32 bits for the each channel (red, green, blue). To check hardware support use device.caps().textureFloat32 flag. {number} RGBA_F32 = 11 128-bit floating-point format using 32 bits for the each channel (red, green, blue, alpha). To check hardware support use device.caps().textureFloat32 flag. {number} DEPTH = 12 16-bit depth format. {number} DEPTH_STENCIL = 13 32-bit depth-stencil format using 24 bits for the depth and 8 bits for the stencil. CubeFace Cubemap face. {number} POSITIVE_X = 0 Positive X-face. {number} NEGATIVE_X = 1 Negative X-face. {number} POSITIVE_Y = 2 Positive Y-face. {number} NEGATIVE_Y = 3 Negative Y-face. {number} POSITIVE_Z = 4 Positive Z-face. {number} NEGATIVE_Z = 5 Negative Z-face. {number} COUNT = 6 Face count. Uniform Uniform type. {number} FLOAT = 1 Floating-point scalar. {number} VECTOR2 = 2 Floating-point 2D-vector. {number} VECTOR3 = 3 Floating-point 3D-vector. {number} VECTOR4 = 4 Floating-point 4D-vector. {number} MATRIX3 = 5 Floating-point 3x3-matrix. {number} MATRIX4 = 6 Floating-point 4x4-matrix. {number} SAMPLER_2D = 7 2D-sampler. {number} SAMPLER_CUBE = 8 Cube-sampler. State Rendering state type. {number} POLYGON = 0 Polygon state. {number} MULTISAMPLE = 1 Multisample state. {number} COLOR = 2 Color state. {number} DEPTH = 3 Depth state. {number} STENCIL = 4 Stencil state. {number} BLEND = 5 Blend state. {number} COUNT = 6 State count. Face Polygon's face direction. {number} FRONT = 1 Front. {number} BACK = 2 Back. {number} BOTH = 3 Front and back. CmpFunc Compare function. {number} NEVER = 1 Never passes. {number} ALWAYS = 2 Always passes. {number} LESS = 3 Passes if the incoming value is less than the current value. {number} LESS_EQUAL = 4 Passes if the incoming value is less than or equal to the current value. {number} GREATER = 5 Passes if the incoming value is greater than the current value. {number} GREATER_EQUAL = 6 Passes if the incoming value is greater than or equal to the current value. {number} EQUAL = 7 Passes if the incoming value is equal to the current value. {number} NOT_EQUAL = 8 Passes if the incoming value is not equal to the current value. StencilOp Stencil-buffer operation. {number} KEEP = 1 Keeps the current value. {number} ZERO = 2 Sets the value to 0. {number} REPLACE = 3 Sets the value to ref, as specified by stencilState.test(func, ref, mask) {number} INCR = 4 Increments the current value. Clamps to the maximum representable unsigned value. {number} INCR_WRAP = 5 Increments the current value. Wraps the value to zero when incrementing the maximum representable unsigned value. {number} DECR = 6 Decrements the current value. Clamps to zero. {number} DECR_WRAP = 7 Decrements the current value. Wraps the value to the maximum representable unsigned value when decrementing a value of zero. {number} INVERT = 8 Bitwise inverts the current value. Blend Blending factor. {number} ZERO = 1 Factor is (0, 0, 0, 0). {number} ONE = 2 Factor is (1, 1, 1, 1). {number} SRC_COLOR = 3 Factor is (SrcR, SrcG, SrcB, SrcA). {number} INV_SRC_COLOR = 4 Factor is (1 - SrcR, 1 - SrcG, 1 - SrcB, 1 - SrcA). {number} DEST_COLOR = 5 Factor is (DestR, DestG, DestB, DestA). {number} INV_DEST_COLOR = 6 Factor is (1 - DestR, 1 - DestG, 1 - DestB, 1 - DestA). {number} SRC_ALPHA = 7 Factor is (SrcA, SrcA, SrcA, SrcA). {number} INV_SRC_ALPHA = 8 Factor is (1 - SrcA, 1 - SrcA, 1 - SrcA, 1 - SrcA). {number} DEST_ALPHA = 9 Factor is (DestA, DestA, DestA, DestA). {number} INV_DEST_ALPHA = 10 Factor is (1 - DestA, 1 - DestA, 1 - DestA, 1 - DestA). {number} CONST_COLOR = 11 Factor is (ConstR, ConstG, ConstB, ConstA). {number} INV_CONST_COLOR = 12 Factor is (1 - ConstR, 1 - ConstG, 1 - ConstB, 1 - ConstA). {number} CONST_ALPHA = 13 Factor is (ConstA, ConstA, ConstA, ConstA). {number} INV_CONST_ALPHA = 14 Factor is (1 - ConstA, 1 - ConstA, 1 - ConstA, 1 - ConstA). {number} SRC_ALPHA_SAT = 15 Factor is (f, f, f, 1) where f = min(SrcA, 1 - DestA). BlendEq Blending equation. {number} ADD = 1 Result = Src * SrcFactor + Dst * DstFactor {number} SUBTRACT = 2 Result = Src * SrcFactor - Dst * DstFactor {number} REV_SUBTRACT = 3 Result = Dst * DstFactor - Src * SrcFactor Address Texture addressing mode. {number} WRAP = 1 Tile the texture at every integer junction. {number} MIRROR = 2 Similar to WRAP, except that the texture is flipped at every integer junction. {number} CLAMP = 3 Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0 respectively. Filter Texture filtering mode. To check floating-point texture filtering hardware support use device.caps().textureFloat16Filter and device.caps().textureFloat32Filter flags. {number} NONE = 1 Filtering disabled. {number} BILINEAR = 2 Bilinear filtering. {number} TRILINEAR = 3 Trilinear filtering. Shader Shader type. {number} VERTEX = 0 Vertex shader. {number} FRAGMENT = 1 Fragment shader. {number} COUNT = 2 Shader count. TYPES:WebglSettings Describe a webgl-context settings. See: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 {boolean} antialias = true {boolean} premultipliedAlpha = true {boolean} preserveDrawingBuffer = true {boolean} preferLowPowerToHighPerformance = true {boolean} failIfMajorPerformanceCaveat = true FUNCTIONS:makeDevice(canvas, colorFormat, depthFormat, settings) Makes a rendering device.
PARAMETERS:{HTMLCanvasElement} canvas rendering output {B.Render.Format} [colorFormat] = B.Render.Format.RGB color target format (supported formats are B.Render.Format.RGB and B.Render.Format.RGBA) {B.Render.Format | false} [depthFormat] = B.Render.Format.DEPTH depth-stencil target format (supported formats are B.Render.Format.DEPTH and B.Render.Format.DEPTH_STENCIL) or false to disable depth {B.Render~WebglSettings} [settings] webgl-context settings RETURNS:THROWS:if WebGL is not supported or target parameters are incorrect isPowerOfTwo(value) Returns true if numeric value is power of two, false otherwise. PARAMETERS:{number} value RETURNS:{boolean} toPowerOfTwo(value) Converts numeric value to closest power of two. PARAMETERS:{number} value RETURNS:{number} genQuad(device, xSize, ySize, uScale, vScale) Generates a quad mesh. The mesh will have positions, normals, tangents and uv-coordinates. PARAMETERS:{B.Render.Device} device {number} [xSize] = 1.0 {number} [ySize] = 1.0 {number} [uScale] = 1.0 {number} [vScale] = 1.0 RETURNS:genBox(device, xSize, ySize, zSize, uScale, vScale) Generates a box mesh. The mesh will have positions, normals, tangents and uv-coordinates. PARAMETERS:{B.Render.Device} device {number} [xSize] = 1.0 {number} [ySize] = 1.0 {number} [zSize] = 1.0 {number} [uScale] = 1.0 {number} [vScale] = 1.0 RETURNS:genSphere(device, radius, segments, uScale, vScale) Generates a sphere mesh. The mesh will have positions, normals, tangents and uv-coordinates. PARAMETERS:{B.Render.Device} device {number} [radius] = 1.0 {number} [segments] = 32 {number} [uScale] = 1.0 {number} [vScale] = 1.0 RETURNS:attributeByteSize(type) Returns byte size of attribute type. checkAttributes(attributes) Checks vertex attributes consistency. indexByteSize(type) Returns byte size of index type. indicesPerPrimitive(primitive) Returns index count per primitive. formatBitSize(format) Returns bit size of surface format. formatBlockByteSize(format) Returns byte size of compressed format block. formatBlockTexelSize(format) Returns texel size (one dimension) of compressed format block. imagePitch(format, width) Calculates pitch (in bytes) for arbitrary format and width. imageRows(format, height) Calculates rows count for arbitrary format and height. imageByteSize(format, width, height) Calculates byte size for arbitrary image. checkColorFormat(device, format, renderable) Checks color format consistency. PARAMETERS:RETURNS:{boolean} checkDepthFormat(device, format) Checks depth-stencil format consistency. uniformByteSize(type) Returns byte size of uniform type. |
CLASSES:ENUMERATIONS:TYPES:FUNCTIONS: |