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import { CullFace, Blending, BlendingEquation, BlendingSrcFactor, BlendingDstFactor, DepthModes } from '../../constants';
import { WebGLCapabilities } from './WebGLCapabilities';
import { WebGLExtensions } from './WebGLExtensions';
import { Material } from '../../materials/Material';
import { Vector4 } from '../../math/Vector4';
export class WebGLColorBuffer {
constructor();
setMask( colorMask: boolean ): void;
setLocked( lock: boolean ): void;
setClear( r: number, g: number, b: number, a: number, premultipliedAlpha: boolean ): void;
reset(): void;
}
export class WebGLDepthBuffer {
constructor();
setTest( depthTest: boolean ): void;
setMask( depthMask: boolean ): void;
setFunc( depthFunc: DepthModes ): void;
setLocked( lock: boolean ): void;
setClear( depth: number ): void;
reset(): void;
}
export class WebGLStencilBuffer {
constructor();
setTest( stencilTest: boolean ): void;
setMask( stencilMask: number ): void;
setFunc( stencilFunc: number, stencilRef: number, stencilMask: number ): void;
setOp( stencilFail: number, stencilZFail: number, stencilZPass: number ): void;
setLocked( lock: boolean ): void;
setClear( stencil: number ): void;
reset(): void;
}
export class WebGLState {
constructor( gl: WebGLRenderingContext, extensions: WebGLExtensions, capabilities: WebGLCapabilities );
buffers: {
color: WebGLColorBuffer;
depth: WebGLDepthBuffer;
stencil: WebGLStencilBuffer;
};
initAttributes(): void;
enableAttribute( attribute: number ): void;
enableAttributeAndDivisor( attribute: number, meshPerAttribute: number ): void;
disableUnusedAttributes(): void;
vertexAttribPointer( index: number, size: number, type: number, normalized: boolean, stride: number, offset: number ): void;
enable( id: number ): void;
disable( id: number ): void;
useProgram( program: any ): boolean;
setBlending(
blending: Blending,
blendEquation?: BlendingEquation,
blendSrc?: BlendingSrcFactor,
blendDst?: BlendingDstFactor,
blendEquationAlpha?: BlendingEquation,
blendSrcAlpha?: BlendingSrcFactor,
blendDstAlpha?: BlendingDstFactor,
premultiplyAlpha?: boolean
): void;
setMaterial( material: Material, frontFaceCW: boolean ): void;
setFlipSided( flipSided: boolean ): void;
setCullFace( cullFace: CullFace ): void;
setLineWidth( width: number ): void;
setPolygonOffset( polygonoffset: boolean, factor: number, units: number ): void;
setScissorTest( scissorTest: boolean ): void;
activeTexture( webglSlot: number ): void;
bindTexture( webglType: number, webglTexture: any ): void;
unbindTexture(): void;
// Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/compressedTexImage2D
compressedTexImage2D(
target: number,
level: number,
internalformat: number,
width: number,
height: number,
border: number,
data: ArrayBufferView
): void;
// Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D
texImage2D(
target: number,
level: number,
internalformat: number,
width: number,
height: number,
border: number,
format: number,
type: number,
pixels: ArrayBufferView | null
): void;
texImage2D(
target: number,
level: number,
internalformat: number,
format: number,
type: number,
source: any
): void;
texImage3D(
target: number,
level: number,
internalformat: number,
width: number,
height: number,
depth: number,
border: number,
format: number,
type: number,
pixels: any
): void;
scissor( scissor: Vector4 ): void;
viewport( viewport: Vector4 ): void;
reset(): void;
}