pjs/extensions/canvas3d/public/nsICanvasRenderingContextGL...

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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is canvas 3D.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2006
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "nsICanvasRenderingContextGL.idl"
#include "nsICanvasRenderingContextGLBuffer.idl"
interface nsIDOMHTMLElement;
[scriptable, uuid(209a9c93-495e-4085-a3e4-29354b404cc4)]
interface nsICanvasRenderingContextGLWeb20 : nsICanvasRenderingContextGL
{
void activeTexture (in PRUint32 texture);
void attachShader (in PRUint32 program, in PRUint32 shader);
void bindAttribLocation (in PRUint32 program, in PRUint32 index, in string name);
void bindBuffer (in PRUint32 target, in PRUint32 buffer);
void bindTexture (in PRUint32 target, in PRUint32 texid);
void blendColor (in float red, in float green, in float blue, in float alpha);
void blendEquation (in PRUint32 mode);
void blendEquationSeparate (in PRUint32 modeRGB, in PRUint32 modeAlpha);
void blendFunc (in PRUint32 sfactor, in PRUint32 dfactor);
void blendFuncSeparate (in PRUint32 srcRGB, in PRUint32 dstRGB, in PRUint32 srcAlpha, in PRUint32 dstAlpha);
/* array, type, usage */
void bufferData ();
/* offset, array, type */
void bufferSubData ();
void clear (in PRUint32 mask);
void clearColor (in float red, in float green, in float blue, in float alpha);
void clearDepth (in float depth);
void clearStencil (in PRInt32 s);
void colorMask (in boolean red, in boolean green, in boolean blue, in boolean alpha);
// NO compressedTexImage2D
// NO compressedTexSubImage2D
// YES copyTexImage2D
PRUint32 createProgram ();
PRUint32 createShader (in PRUint32 type);
void cullFace (in PRUint32 face);
/* [array of buffers] */
void deleteBuffers ();
void deleteTextures ();
void deleteProgram (in PRUint32 program);
void deleteShader (in PRUint32 shader);
void detachShader (in PRUint32 program, in PRUint32 shader);
void depthFunc (in PRUint32 func);
void depthMask (in boolean flag);
void depthRange (in float zNear, in float zFar);
void disable (in PRUint32 mode);
void disableVertexAttribArray (in PRUint32 index);
void drawArrays (in PRUint32 mode, in PRUint32 first, in PRUint32 count);
void drawElements ();
void enable (in PRUint32 mode);
void enableVertexAttribArray (in PRUint32 index);
// NO Finish
// NO Flush
void frontFace (in PRUint32 face);
// getActiveAttrib returns an object: { name: "..", size: .., type: .. }
void getActiveAttrib (in PRUint32 program, in PRUint32 index);
// getActiveUniform returns an object: { name: "..", size: .., type: .. }
void getActiveUniform (in PRUint32 program, in PRUint32 index);
// returns an array of shader IDs
void getAttachedShaders (in PRUint32 program);
PRInt32 getAttribLocation (in PRUint32 program, in string name);
// getBooleanv, getIntegerv, getFloatv, getDoublev, getString
// are all rolled into a single function that uses scriptable
// magic to return the right type of jsobj. Colors are always
// returned as normalized floats (0.0 .. 1.0).
void getParameter (in PRUint32 pname);
void getBufferParameter (in PRUint32 target, in PRUint32 pname);
void genBuffers (in PRUint32 n);
void genTextures (in PRUint32 n);
PRUint32 getError ();
void getProgramParameter (in PRUint32 program, in PRUint32 pname);
string getProgramInfoLog (in PRUint32 program);
void getTexParameter(in PRUint32 target, in PRUint32 pname);
void getUniform (in PRUint32 program, in PRUint32 location);
PRInt32 getUniformLocation (in PRUint32 program, in string name);
void getVertexAttrib (in PRUint32 index, in PRUint32 pname);
// NO void getVertexAttribPointerv
void hint (in PRUint32 target, in PRUint32 mode);
boolean isBuffer (in PRUint32 buffer);
boolean isEnabled (in PRUint32 cap);
boolean isProgram (in PRUint32 program);
boolean isShader (in PRUint32 shader);
boolean isTexture (in PRUint32 texture);
void lineWidth (in float width);
void linkProgram (in PRUint32 program);
// nO pixelStore
void polygonOffset (in float factor, in float units);
// NO readPixels
void sampleCoverage (in float value, in boolean invert);
void scissor (in PRInt32 x, in PRInt32 y, in PRInt32 width, in PRInt32 height);
void stencilFunc (in PRUint32 func, in PRInt32 ref, in PRUint32 mask);
void stencilFuncSeparate (in PRUint32 face, in PRUint32 func, in PRInt32 ref, in PRUint32 mask);
void stencilMask (in PRUint32 mask);
void stencilMaskSeparate (in PRUint32 face, in PRUint32 mask);
void stencilOp (in PRUint32 fail, in PRUint32 zfail, in PRUint32 zpass);
void stencilOpSeparate (in PRUint32 face, in PRUint32 fail, in PRUint32 zfail, in PRUint32 zpass);
void texImage2DHTML (in PRUint32 target, in nsIDOMHTMLElement imageOrCanvas);
void texParameter();
// YES void texSubImage2DHTML (...);
// need better names for this
void uniformi();
void uniformf();
void uniformMatrix();
void useProgram (in PRUint32 program);
void validateProgram (in PRUint32 program);
void vertexAttrib ();
void vertexAttribPointer ();
void viewport (in PRInt32 x, in PRInt32 y, in PRInt32 width, in PRInt32 height);
void compileShader (in PRUint32 shader);
void getShaderParameter (in PRUint32 shader, in PRUint32 pname);
string getShaderInfoLog (in PRUint32 shader);
string getShaderSource (in PRUint32 shader);
void shaderSource(in PRUint32 shader, in string source);
};