User:A2569875/GLUT:修订间差异
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== setting == |
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;{{Anchor|gl.glEnable}}gl.glEnable(target) |
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:see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glEnable.xml |
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;{{Anchor|gl.glDisable}}gl.glDisable(target) |
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:see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glEnable.xml |
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;{{Anchor|gl.glIsEnabled}}gl.glIsEnabled(target) => bool |
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;{{Anchor|gl.isDisabled}}gl.isDisabled(target) => bool |
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;{{Anchor|gl.Get}}gl.Get(target) => value |
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::別名:gl.glGet |
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:取得特定[[#glget_target|glget_target]]的設定值 |
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;{{Anchor|glget_target}}glget_target |
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:;{{Anchor|gl.CURRENT_NORMAL}}gl.CURRENT_NORMAL |
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:;{{Anchor|gl.CURRENT_FOG_COORD}}gl.CURRENT_FOG_COORD |
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:;{{Anchor|gl.CURRENT_COLOR}}gl.CURRENT_COLOR |
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:;{{Anchor|gl.CURRENT_PROGRAM}}gl.CURRENT_PROGRAM |
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:;{{Anchor|gl.CURRENT_TEXTURE_COORDS}}gl.CURRENT_TEXTURE_COORDS |
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:;{{Anchor|other}}other |
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::see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter |
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;{{Anchor|gl.getGlu}}glu = gl.getGlu() |
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;{{Anchor|gl.getGlut}}glut = gl.getGlut() |
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;{{Anchor|gl.getGLEnumName}}gl.getGLEnumName(target) |
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== Attribute == |
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;{{Anchor|gl.VertexAttrib}}gl.VertexAttrib(attrib_name, type, value1, value2...) |
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;{{Anchor|gl.enableVertexAttrib}}gl.enableVertexAttrib(ptr); |
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== rendering == |
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;{{Anchor|gl.drawElementsWithMode}}gl.drawElementsWithMode(draw_mode, count, datatype, offset) |
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:將作用中的Buffer已指定的[[#draw_mode|draw_mode]]繪製。 |
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;{{Anchor|gl.drawArraysVertex}}gl.drawArraysVertex(draw_mode, first, count) |
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:將作用中的Buffer已指定的[[#draw_mode|draw_mode]]繪製。 |
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;{{Anchor|gl.drawElementsVertex}}gl.drawElementsVertex(draw_mode, vertex_list, indices, dim, count, datatype, offset, cw) |
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:將作用中的Buffer已指定的[[#draw_mode|draw_mode]]繪製。 |
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;{{Anchor|gl.ShadeModel}}gl.ShadeModel(shade_mode) |
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:設定[[#shade_mode|著色模式]] |
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;{{Anchor|gl.getShadeModel}}gl.getShadeModel() |
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:取得目前的[[#shade_mode|著色模式]] |
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;{{Anchor|shade_mode}}shade_mode |
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:;{{Anchor|gl.FLAT}}gl.FLAT |
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:;{{Anchor|gl.BLINN}}gl.BLINN |
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:;{{Anchor|gl.SMOOTH}}gl.SMOOTH |
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;{{Anchor|gl.Begin}}gl.Begin(draw_mode) |
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:在呼叫gl.Begin與[[#gl.End|gl.End()]]區間內可使用[[#gl.Vertex|gl.Vertex()]]來定義幾何結構的頂點,每個頂點都可以用[[#gl.Normal|gl.Normal]]、[[#gl.Color|gl.Color]]、[[#gl.FogCoord|gl.FogCoord]]、[[#gl.TexCoord|gl.TexCoord]]來調整其屬性。亦可以使用[[#gl.IndexArray|gl.IndexArray]]來指定頂點的排列順序。也可以使用[[#gl.SetHole|gl.SetHole]]來將特定頂點標記為孔洞。 |
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;{{Anchor|gl.End}}gl.End(draw_mode) |
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:see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glBegin.xml |
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;{{Anchor|draw_mode}}draw_mode |
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:;{{Anchor|gl.POINTS}}gl.POINTS |
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::Treats each vertex as a single point. Vertex n defines point n. N points are drawn. |
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:;{{Anchor|gl.LINES}}gl.LINES |
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::Treats each pair of vertices as an independent line segment. Vertices 2 n - 1 and 2 n define line n. N 2 lines are drawn. |
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:;{{Anchor|gl.LINE_STRIP}}gl.LINE_STRIP |
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::Draws a connected group of line segments from the first vertex to the last. Vertices n and n + 1 define line n. N - 1 lines are drawn. |
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:;{{Anchor|gl.LINE_LOOP}}gl.LINE_LOOP |
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::Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n + 1 define line n. The last line, however, is defined by vertices N and 1 . N lines are drawn. |
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:;{{Anchor|gl.TRIANGLES}}gl.TRIANGLES |
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::Treats each triplet of vertices as an independent triangle. Vertices 3 n - 2 , 3 n - 1 , and 3 n define triangle n. N 3 triangles are drawn. |
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:;{{Anchor|gl.TRIANGLE_STRIP}}gl.TRIANGLE_STRIP |
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::Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n + 1 , and n + 2 define triangle n. For even n, vertices n + 1 , n, and n + 2 define triangle n. N - 2 triangles are drawn. |
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:;{{Anchor|gl.TRIANGLE_FAN}}gl.TRIANGLE_FAN |
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::Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1 , n + 1 , and n + 2 define triangle n. N - 2 triangles are drawn. |
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:;{{Anchor|gl.QUADS}}gl.QUADS |
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::Treats each group of four vertices as an independent quadrilateral. Vertices 4 n - 3 , 4 n - 2 , 4 n - 1 , and 4 n define quadrilateral n. N 4 quadrilaterals are drawn. |
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:;{{Anchor|gl.QUAD_STRIP}}gl.QUAD_STRIP |
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::Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2 n - 1 , 2 n , 2 n + 2 , and 2 n + 1 define quadrilateral n. N/2 - 1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data. |
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:;{{Anchor|gl.POLYGON}}gl.POLYGON |
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::Draws a single, convex polygon. Vertices 1 through N define this polygon. |
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:;{{Anchor|gl.CONCAVE_POLYGON}}gl.CONCAVE_POLYGON |
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::Draws a single, concave polygon. Vertices 1 through N define this polygon. Complex polygon can not be currect. |
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:;{{Anchor|gl.POLYGON_STRIP}}gl.POLYGON_STRIP |
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::Draws a connected group of polygons. One polygonal is defined for each set of vertices presented after the first set. Vertices k n + 1, k n + 2, ..., k n + k, k n, k n - 1 define polygonal n. N/k - 1 polygons are drawn. where k = side - 2. Note that the order in which vertices are used to construct a polygonal from strip data is different from that used with independent data. |
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:;{{Anchor|gl.POLYHEDRON}}gl.POLYHEDRON |
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::Draws a single, convex polyhedron. Convex hull of vertices 1 through N define this polyhedron. |
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:;{{Anchor|gl.HTML}}gl.HTML |
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::Draws HTML elements in current modelview space. |
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;{{Anchor|gl.IndexArray}}gl.IndexArray(index1, index2...) |
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:指定頂點的相連方式 |
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;{{Anchor|gl.Vertex}}gl.Vertex(x,y,z,w) |
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:指定頂點的座標位置 |
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;{{Anchor|gl.Normal}}gl.Normal(x,y,z) |
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:指定頂點的法向量 |
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;{{Anchor|gl.Color}}gl.Color(r,g,b,a) |
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:指定頂點的顏色 |
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;{{Anchor|gl.ColorSpace}}gl.ColorSpace(colorspace) |
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:指定頂點顏色的[[#colorspace|色彩空間]] |
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;{{Anchor|colorspace}}colorspace |
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:;{{Anchor|gl.RGB}}gl.RGB |
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:;{{Anchor|gl.RGBA}}gl.RGBA |
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:;{{Anchor|gl.CMYK}}gl.CMYK |
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:;{{Anchor|gl.HSV}}gl.HSV |
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;{{Anchor|gl.VertexAttrib}}gl.VertexAttrib(attrib_name, type, value1, value2...) |
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:指定頂點的特定attribute的值 |
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;{{Anchor|gl.FogCoord}}gl.FogCoord(fogCoord) |
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:指定頂點的起霧座標 |
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;{{Anchor|gl.TexCoord}}gl.TexCoord(s,t,p,q) |
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:指定頂點的貼圖座標 |
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;{{Anchor|gl.Html}}gl.Html(HTMLElement, width, height) |
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:指定一個HTML物件以便繪製於場景 |
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;{{Anchor|gl.SetHole}}gl.SetHole() |
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:將目前頂點指定為孔洞 |
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;{{Anchor|gl.PolygonMode}}gl.PolygonMode(fill_mode) |
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:設定[[#fill_mode|填滿模式]] |
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;{{Anchor|gl.getPolygonMode}}gl.getPolygonMode() => fill_mode |
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:取得目前的[[#fill_mode|填滿模式]] |
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;{{Anchor|fill_mode}}fill_mode |
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:;{{Anchor|gl.FILL}}gl.FILL |
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:;{{Anchor|gl.LINE}}gl.LINE |
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:;{{Anchor|gl.TRIANGLE}}gl.TRIANGLE |
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:;{{Anchor|gl.POINT}}gl.POINT |
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;{{Anchor|gl.PointSize}}gl.PointSize(size) |
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:設定頂點大小 |
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;{{Anchor|gl.utBitmapCharacters}}gl.utBitmapCharacters(font, characters, charHeight, charColour, mWidth, resm) |
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:以點陣圖方式繪製文字 |
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;{{Anchor|gl.AlphaFunc}}gl.AlphaFunc(alpha_func, ref) |
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:設定繪製時[[#alpha_func|透明度的處理策略]] |
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;{{Anchor|alpha_func}}alpha_func |
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:;{{Anchor|gl.NEVER}}gl.NEVER |
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:;{{Anchor|gl.LESS:}}gl.LESS: |
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:;{{Anchor|gl.EQUAL:}}gl.EQUAL: |
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:;{{Anchor|gl.LEQUAL:}}gl.LEQUAL: |
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:;{{Anchor|gl.GREATER:}}gl.GREATER: |
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:;{{Anchor|gl.NOTEQUAL:}}gl.NOTEQUAL: |
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:;{{Anchor|gl.GEQUAL:}}gl.GEQUAL: |
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:;{{Anchor|gl.ALWAYS:}}gl.ALWAYS: |
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== geometry == |
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;{{Anchor|gl.uCreateObj}}gl.uCreateObj() |
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:產生儲存obj的Buffer |
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;{{Anchor|gl.uLoadObj}}gl.uLoadObj(obj_obj, file_name, mtl) |
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:讀入obj檔案到指定的obj的Buffer |
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;{{Anchor|gl.uSolidObj}}gl.uSolidObj(obj_obj) |
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:根據指定的obj的Buffer將當中所存的obj 3D模型繪製出來 |
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;{{Anchor|gl.utSolidTeapot}}gl.utSolidTeapot(radius) |
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:繪製一個指定半徑的[[猶他茶壺]] |
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;{{Anchor|gl.uSphere}}gl.uSphere(radius, slices, stacks, start, sweep) |
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:繪製一個指定半徑的球體 |
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;{{Anchor|gl.uCylinder}}gl.uCylinder(base, top, height, slices, stacks, start, sweep) |
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:繪製一個指定半徑和高的圓柱體 |
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;{{Anchor|gl.uPartialDisk}}gl.uPartialDisk(inner, outer, slices, loops, start, sweep) |
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:繪製一個局部的圓盤 |
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;{{Anchor|gl.uDisk}}gl.uDisk(inner, outer, slices, loops, start, sweep) |
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:繪製一個圓盤 |
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;{{Anchor|gl.utSolidCone}}gl.utSolidCone(base, height, slices, stacks) |
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:繪製一個圓錐 |
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;{{Anchor|gl.utSolidTorus}}gl.utSolidTorus(innerRadius,outerRadius,nsides,rings) |
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:繪製一個環面 |
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;{{Anchor|gl.utSolidCube}}gl.utSolidCube() |
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:繪製一個單位立方體 |
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;{{Anchor|gl.utWireCube}}gl.utWireCube() |
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:繪製一個單位立方體的線框 |
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;{{Anchor|gl.utSolidDodecahedron}}gl.utSolidDodecahedron() |
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:繪製一個單位正十二面體 |
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;{{Anchor|gl.utWireDodecahedron}}gl.utWireDodecahedron() |
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:繪製一個單位正十二面體的線框 |
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;{{Anchor|gl.utSolidOctahedron}}gl.utSolidOctahedron() |
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:繪製一個單位正八面體 |
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;{{Anchor|gl.utWireOctahedron}}gl.utWireOctahedron() |
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:繪製一個單位正八面體的線框 |
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;{{Anchor|gl.utSolidTetrahedron}}gl.utSolidTetrahedron() |
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:繪製一個單位正四面體(正三角錐) |
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;{{Anchor|gl.utWireTetrahedron}}gl.utWireTetrahedron() |
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:繪製一個單位正四面體(正三角錐)的線框 |
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;{{Anchor|gl.utSolidIcosahedron}}gl.utSolidIcosahedron() |
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:繪製一個單位正二十面體 |
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;{{Anchor|gl.utWireIcosahedron}}gl.utWireIcosahedron() |
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:繪製一個單位正二十面體的線框 |
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;{{Anchor|gl.uRegularPolyhedron}}gl.uRegularPolyhedron(shape_name, is_wire) |
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:繪製一個指定的形狀,可以視[[#shape_name|shape_name]]的任何一種形狀 |
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;{{Anchor|shape_name}}shape_name |
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:;"Tetrahedron" |
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:;"Cube" |
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:;"Octahedron" |
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:;"Dodecahedron" |
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:;"Icosahedron" |
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:;"TruncatedTetrahedron" |
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:;"TriakisTetrahedron" |
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:;"Cuboctahedron" |
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:;"RhombicDodecahedron" |
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:;"TruncatedOctahedron" |
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:;"TetrakisHexahedron" |
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:;"TruncatedCube" |
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:;"TriakisOctahedron" |
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:;"Rhombicuboctahedron" |
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:;"DeltoidalIcositetrahedron" |
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:;"SnubCube" |
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:;"PentagonalIcositetrahedron" |
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:;"Icosidodecahedron" |
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:;"RhombicTriacontahedron" |
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:;"TruncatedCuboctahedron" |
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:;"DisdyakisDodecahedron" |
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:;"TruncatedIcosahedron" |
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:;"PentakisDodecahedron" |
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:;"TruncatedDodecahedron" |
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:;"TriakisIcosahedron" |
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:;"Rhombicosidodecahedron" |
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:;"DeltoidalHexecontahedron" |
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:;"SnubDodecahedron" |
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:;"PentagonalHexecontahedron" |
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:;"TruncatedIcosidodecahedron" |
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:;"DisdyakisTriacontahedron" |
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;{{Anchor|gl.uGetRegularPolyhedrons}}gl.uGetRegularPolyhedrons() => string[] |
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:取得gluRegularPolyhedron支援繪製的形狀列表 |
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== transformation == |
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;{{Anchor|gl.degToRad}}gl.degToRad(degrees) |
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;{{Anchor|gl.radToDeg}}gl.radToDeg(rad) |
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;{{Anchor|matrix_mode}}matrix_mode |
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:;"model" |
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:;"view" |
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:;"projection" |
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:;"color" |
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:;"texture" |
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:;"modelview" (readOnly) |
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:;"modelviewprojection" (readOnly) |
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:;"modelprojection" (readOnly) |
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:;"viewprojection" (readOnly) |
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:;"normal" (readOnly) |
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:;"identity" (const) |
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:;"zero" (const) |
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:;"one" (const) |
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:;"register" |
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;{{Anchor|gl.CleanMatrixStack}}gl.CleanMatrixStack(matrix_mode) |
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:清除矩陣堆疊 |
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;{{Anchor|gl.checkMatrix}}gl.checkMatrix(matrix_mode) |
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:檢查特定[[#matrix_mode|matrix_mode]]的矩陣可否使用 |
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;{{Anchor|gl.PushMatrix}}gl.PushMatrix(matrix_mode) |
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:將特定[[#matrix_mode|matrix_mode]]的矩陣推入堆疊 |
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;{{Anchor|gl.PopMatrix}}gl.PopMatrix(matrix_mode) |
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:移除特定[[#matrix_mode|matrix_mode]]的矩陣回退為上一步驟的矩陣 |
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;{{Anchor|gl.defineMatrix4f}}gl.defineMatrix4f(new_matrix_mode, glsl_var_name) |
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:定義新的矩陣堆疊 |
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;{{Anchor|gl.Rotate}}gl.Rotate(matrix_mode,angle,axis) |
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:將目前作用中的矩陣套用旋轉變換 |
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;{{Anchor|gl.Translate}}gl.Translate(matrix_mode, x, y, z); |
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:將目前作用中的矩陣套用平移變換 |
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;{{Anchor|gl.Scale}}gl.Scale(matrix_mode, x, y, z, w); |
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:將目前作用中的矩陣套用縮放變換 |
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;{{Anchor|gl.LoadIdentity}}gl.LoadIdentity(matrix_mode, matrix) |
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:將目前作用中的矩陣設定為單位矩陣 |
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;{{Anchor|gl.MultMatrix}}gl.MultMatrix(matrix_mode, matrix) |
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:將目前作用中的矩陣與特定的矩陣相乘 |
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;{{Anchor|gl.LoadMatrix}}gl.LoadMatrix(matrix_mode, matrix) |
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:將目前作用中的矩陣設定為特定的矩陣 |
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;{{Anchor|gl.getMatrix}}gl.getMatrix(matrix_mode) => mat4 matrix |
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:取得目前作用中的矩陣 |
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;{{Anchor|gl.uLookAt}}gl.uLookAt(matrix_mode, eye, center, up) |
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:將目前作用中的矩陣套用眼睛坐標系變換 |
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;{{Anchor|gl.uPerspective}}gl.uPerspective(matrix_mode, fovy, aspect, zNear, zFar) |
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:將目前作用中的矩陣套用透視投影變換 |
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;{{Anchor|gl.uOrtho2D}}gl.uOrtho2D(matrix_mode, left, right, bottom, top) |
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:將目前作用中的矩陣套用2D平行投影變換 |
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;{{Anchor|gl.uOrtho}}gl.uOrtho(matrix_mode, left, right, bottom, top, nearVal, farVal) |
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:將目前作用中的矩陣套用平行投影變換 |
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== shaders == |
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;{{Anchor|gl.INIT_GLSL_PROGRAM}}gl.INIT_GLSL_PROGRAM |
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:預設的著色器程式物件 (WebGLProgram) |
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;{{Anchor|gl.compileShaderWithSource}}gl.compileShaderWithSource(WebGLShader, code) |
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:給定原始碼並編譯為著色器 |
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;{{Anchor|gl.compileAndLinkProgram}}gl.compileAndLinkProgram(WebGLProgram, vert_code, frag_code) |
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:給定原始碼並編譯為著色器,並將著色器與著色器程式連結為可執行的著色器程式物件 |
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;{{Anchor|gl.createProgram}}gl.createProgram() => WebGLProgram |
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:建立一個著色器程式物件 |
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;{{Anchor|gl.createShader}}gl.createShader(shader_type) => WebGLShader |
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:建立一個著色器物件 |
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;{{Anchor|shader_type}}shader_type |
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:;{{Anchor|gl.VERTEX_SHADER}}gl.VERTEX_SHADER |
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:;{{Anchor|gl.FRAGMENT_SHADER}}gl.FRAGMENT_SHADER |
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;{{Anchor|gl.uniform...}}gl.uniform... |
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:傳入uniform變數。有以下幾種變體 |
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:;{{Anchor|gl.uniform1b}}gl.uniform1b(location, bool_value) |
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:;{{Anchor|gl.uniform1f}}gl.uniform1f(location, v0) |
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:;{{Anchor|gl.uniform1fv}}gl.uniform1fv(location, arr_value) |
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:;{{Anchor|gl.uniform1i}}gl.uniform1i(location, v0) |
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:;{{Anchor|gl.uniform1iv}}gl.uniform1iv(location, arr_value) |
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:;{{Anchor|gl.uniform2f}}gl.uniform2f(location, v0, v1) |
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:;{{Anchor|gl.uniform2fv}}gl.uniform2fv(location, arr_value) |
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:;{{Anchor|gl.uniform2i}}gl.uniform2i(location, v0, v1) |
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:;{{Anchor|gl.uniform2iv}}gl.uniform2iv(location, arr_value) |
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:;{{Anchor|gl.uniform3f}}gl.uniform3f(location, v0, v1, v2) |
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:;{{Anchor|gl.uniform3fv}}gl.uniform3fv(location, arr_value) |
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:;{{Anchor|gl.uniform3i}}gl.uniform3i(location, v0, v1, v2) |
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:;{{Anchor|gl.uniform3iv}}gl.uniform3iv(location, arr_value) |
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:;{{Anchor|gl.uniform4f}}gl.uniform4f(location, v0, v1, v2, v3) |
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:;{{Anchor|gl.uniform4fv}}gl.uniform4fv(location, arr_value) |
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:;{{Anchor|gl.uniform4i}}gl.uniform4i(location, v0, v1, v2, v3) |
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:;{{Anchor|gl.uniform4iv}}gl.uniform4iv(location, arr_value) |
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;{{Anchor|gl.setMatrixUniforms}}gl.setMatrixUniforms(WebGLProgram) |
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:將矩陣堆疊的矩陣傳入指定的著色器程式 |
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;{{Anchor|gl.defineMatrix4f}}gl.defineMatrix4f(matrix_mode, uniform) |
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:定義一個矩陣堆疊矩陣,並連結到著色器程式 |
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== texture mapping == |
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;{{Anchor|gl.enableTexture2D}}gl.enableTexture2D() |
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;{{Anchor|gl.disableTexture2D}}gl.disableTexture2D() |
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;{{Anchor|gl.isEnabledTexture2D}}gl.isEnabledTexture2D() |
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;{{Anchor|gl.bindSpecularMap}}gl.bindSpecularMap(texture_id) |
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;{{Anchor|gl.bindShinessMap}}gl.bindShinessMap(texture_id) |
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;{{Anchor|gl.bindBumpMap}}gl.bindBumpMap(texture_id) |
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;{{Anchor|gl.bindParallaxMap}}gl.bindParallaxMap(texture_id, ParallaxStep, DepthScale) |
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;{{Anchor|gl.bindEmissionMap}}gl.bindEmissionMap(texture_id) |
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== lighting == |
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;{{Anchor|gl.enableLight}}gl.enableLight(param) |
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;{{Anchor|gl.disableLight}}gl.disableLight(param) |
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;{{Anchor|gl.Light=function}}gl.Light=function(light_id, light_attrib, param) |
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;{{Anchor|light_attrib}}light_attrib |
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:;{{Anchor|gl.AMBIENT}}gl.AMBIENT |
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:;{{Anchor|gl.DIFFUSE}}gl.DIFFUSE |
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:;{{Anchor|gl.SPECULAR}}gl.SPECULAR |
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:;{{Anchor|gl.POSITION}}gl.POSITION |
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:;{{Anchor|gl.DIRECTION}}gl.DIRECTION |
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:;{{Anchor|gl.SPOT_CUTOFF}}gl.SPOT_CUTOFF |
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:;{{Anchor|gl.SPOT_DIRECTION}}gl.SPOT_DIRECTION |
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:;{{Anchor|gl.SPOT_EXPONENT}}gl.SPOT_EXPONENT |
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:;{{Anchor|gl.CONSTANT_ATTENUATION}}gl.CONSTANT_ATTENUATION |
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:;{{Anchor|gl.LINEAR_ATTENUATION}}gl.LINEAR_ATTENUATION |
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:;{{Anchor|gl.QUADRATIC_ATTENUATION}}gl.QUADRATIC_ATTENUATION |
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;{{Anchor|gl.Material}}gl.Material(material_attrib, param) |
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;{{Anchor|material_attrib}}material_attrib |
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:;{{Anchor|gl.AMBIENT}}gl.AMBIENT |
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:;{{Anchor|gl.DIFFUSE}}gl.DIFFUSE |
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:;{{Anchor|gl.SPECULAR}}gl.SPECULAR |
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:;{{Anchor|gl.EMISSION}}gl.EMISSION |
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:;{{Anchor|gl.SHININESS}}gl.SHININESS |
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== foggy effect == |
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;{{Anchor|gl.Fog}}gl.Fog(fog_attrib, param) |
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;{{Anchor|fog_attrib}}fog_attrib |
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:;{{Anchor|gl.FOG_MODE}}gl.FOG_MODE |
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:;{{Anchor|gl.FOG_DENSITY}}gl.FOG_DENSITY |
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:;{{Anchor|gl.FOG_START}}gl.FOG_START |
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:;{{Anchor|gl.FOG_END}}gl.FOG_END |
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:;{{Anchor|gl.FOG_DEPTH_MODE}}gl.FOG_DEPTH_MODE |
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:;{{Anchor|gl.FOG_COLOR}}gl.FOG_COLOR |
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:;{{Anchor|gl.FOG_COORD_SRC}}gl.FOG_COORD_SRC |
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;{{Anchor|gl.FOG_MODE}}gl.FOG_MODE |
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:;{{Anchor|gl.LINEAR}}gl.LINEAR |
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:;{{Anchor|gl.EXP}}gl.EXP |
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:;{{Anchor|gl.EXP2}}gl.EXP2 |
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;{{Anchor|gl.enableFog}}gl.enableFog() |
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;{{Anchor|gl.disableFog}}gl.disableFog() |
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== Events == |
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;{{Anchor|gl.utTimerFunc}}gl.utTimerFunc(time, callback_func(elapsed)) |
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:綁定時鐘事件 |
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;{{Anchor|gl.utDisplayFunc}}gl.utDisplayFunc(callback_func(void)) |
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:綁定繪製事件 |
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;{{Anchor|gl.utIdleFunc}}gl.utIdleFunc(callback_func(void)) |
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:綁定閒置事件 |
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;{{Anchor|gl.utReshapeFunc}}gl.utReshapeFunc(callback_func(width, height)) |
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:綁定形變事件 |
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;{{Anchor|gl.utVisibilityFunc}}gl.utVisibilityFunc(callback_func(visible_state)) |
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:綁定可見性變更事件 |
|||
;{{Anchor|visible_state}}visible_state |
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:;{{Anchor|gl.UT_NOT_VISIBLE}}gl.UT_NOT_VISIBLE |
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:;{{Anchor|gl.UT_VISIBLE}}gl.UT_VISIBLE |
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;{{Anchor|gl.utPassiveMotionFunc}}gl.utPassiveMotionFunc(callback_func(x, y)) |
|||
:綁定滑鼠移動事件 |
|||
;{{Anchor|gl.utMotionFunc}}gl.utMotionFunc(callback_func(x, y, dx, dy)) |
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:綁定滑鼠拖曳事件 |
|||
;{{Anchor|gl.utMouseFunc}}gl.utMouseFunc(callback_func(eventData, mouse_state, x, y)) |
|||
:綁定滑鼠點擊事件 |
|||
;{{Anchor|mouse_state}}mouse_state |
|||
:;{{Anchor|gl.UT_UP}}gl.UT_UP |
|||
:;{{Anchor|gl.UT_DOWN}}gl.UT_DOWN |
|||
== Other == |
|||
;{{Anchor|gl.utGetFPS}}gl.utGetFPS() => int |
|||
:取得目前畫面更新率 |
|||
;{{Anchor|gl.utPostRedisplay}}gl.utPostRedisplay() |
|||
:觸發重新繪圖事件 |
|||
;{{Anchor|gl.utMainLoop}}gl.utMainLoop() |
|||
:啟動繪圖流程主迴圈 |
|||
:see [https://www.opengl.org/resources/libraries/glut/spec3/node14.html] |
|||
;{{Anchor|gl.utIsMainLoopRunning}}gl.utIsMainLoopRunning() |
|||
:檢查繪圖流程主迴圈是否正在運作 |
|||
;{{Anchor|gl.utStopMainLoop}}gl.utStopMainLoop() |
|||
:停止繪圖流程主迴圈 |
|||
;{{Anchor|gl.colorToRGBA}}gl.colorToRGBA(color) |
|||
;{{Anchor|gl.console_log}}gl.console_log(message1, message2...) |
|||