WebGLRenderingContext.texImage2D() - Web APIs 编辑

The WebGLRenderingContext.texImage2D() method of the WebGL API specifies a two-dimensional texture image.

Syntax

// WebGL1:
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ArrayBufferView? pixels);
void gl.texImage2D(target, level, internalformat, format, type, ImageData? pixels);
void gl.texImage2D(target, level, internalformat, format, type, HTMLImageElement? pixels);
void gl.texImage2D(target, level, internalformat, format, type, HTMLCanvasElement? pixels);
void gl.texImage2D(target, level, internalformat, format, type, HTMLVideoElement? pixels);
void gl.texImage2D(target, level, internalformat, format, type, ImageBitmap? pixels);

// WebGL2:
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, GLintptr offset);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLCanvasElement source);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLImageElement source);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLVideoElement source);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ImageBitmap source);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ImageData source);
void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ArrayBufferView srcData, srcOffset);

Parameters

target
A GLenum specifying the binding point (target) of the active texture. Possible values:
  • gl.TEXTURE_2D: A two-dimensional texture.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_X: Positive X face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_X: Negative X face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Y: Positive Y face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Y: Negative Y face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Z: Positive Z face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Z: Negative Z face for a cube-mapped texture.
level
A GLint specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level.
internalformat
A GLenum specifying the color components in the texture.
Possible values in both WebGL1 and WebGL2
FormatTypeChannelsBytes per pixel
RGBAUNSIGNED_BYTE44
RGBUNSIGNED_BYTE33
RGBAUNSIGNED_SHORT_4_4_4_442
RGBAUNSIGNED_SHORT_5_5_5_142
RGBUNSIGNED_SHORT_5_6_532
LUMINANCE_ALPHAUNSIGNED_BYTE22
LUMINANCEUNSIGNED_BYTE11
ALPHAUNSIGNED_BYTE11
Other possible values in WebGL2 for the versions of texImage2D that take an ArrayBufferView or a GLintptr offset
Sized
Format
Base
Format
R
bits
G
bits
B
bits
A
bits
Shared
bits
Color
renderable
Texture
filterable
R8RED8
R8_SNORMREDs8
RG8RG88
RG8_SNORMRGs8s8
RGB8RGB888
RGB8_SNORMRGBs8s8s8
RGB565RGB565
RGBA4RGBA4444
RGB5_A1RGBA5551
RGBA8RGBA8888
RGBA8_SNORMRGBAs8s8s8s8
RGB10_A2RGBA1010102
RGB10_A2UIRGBAui10ui10ui10ui2
SRGB8RGB888
SRGB8_ALPHA8RGBA8888
R16FREDf16
RG16FRGf16f16
RGB16FRGBf16f16f16
RGBA16FRGBAf16f16f16f16
R32FREDf32
RG32FRGf32f32
RGB32FRGBf32f32f32
RGBA32FRGBAf32f32f32f32
R11F_G11F_B10FRGBf11f11f10
RGB9_E5RGB9995
R8IREDi8
R8UIREDui8
R16IREDi16
R16UIREDui16
R32IREDi32
R32UIREDui32
RG8IRGi8i8
RG8UIRGui8ui8
RG16IRGi16i16
RG16UIRGui16ui16
RG32IRGi32i32
RG32UIRGui32ui32
RGB8IRGBi8i8i8
RGB8UIRGBui8ui8ui8
RGB16IRGBi16i16i16
RGB16UIRGBui16ui16ui16
RGB32IRGBi32i32i32
RGB32UIRGBui32ui32ui32
RGBA8IRGBAi8i8i8i8
RGBA8UIRGBAui8ui8ui8ui8
RGBA16IRGBAi16i16i16i16
RGBA16UIRGBAui16ui16ui16ui16
RGBA32IRGBAi32i32i32i32
RGBA32UIRGBAui32ui32ui32ui32


Possible values in WebGL2 for the versions of texImage2D that take a texture an HTMLImageElement, HTMLCanvasElement, HTMLVideoElement, ImageBitmap, or ImageData

  • gl.ALPHA: Discards the red, green and blue components and reads the alpha component.
  • gl.RGB: Discards the alpha components and reads the red, green and blue components.
  • gl.RGBA: Red, green, blue and alpha components are read from the color buffer.
  • gl.LUMINANCE: Each color component is a luminance component, alpha is 1.0.
  • gl.LUMINANCE_ALPHA: Each component is a luminance/alpha component.
  • When using the WEBGL_depth_texture extension:
    • gl.DEPTH_COMPONENT
    • gl.DEPTH_STENCIL
  • When using the EXT_sRGB extension:
    • ext.SRGB_EXT
    • ext.SRGB_ALPHA_EXT
  • When using a WebGL 2 context, the following values are available additionally:
    • gl.R8
    • gl.R16F
    • gl.R32F
    • gl.R8UI
    • gl.RG8
    • gl.RG16F
    • gl.RG32F
    • gl.RG8UI
    • gl.RG16UI
    • gl.RG32UI
    • gl.RGB8
    • gl.SRGB8
    • gl.RGB565
    • gl.R11F_G11F_B10F
    • gl.RGB9_E5
    • gl.RGB16F
    • gl.RGB32F
    • gl.RGB8UI
    • gl.RGBA8
    • gl.SRGB8_ALPHA8
    • gl.RGB5_A1
    • gl.RGB10_A2
    • gl.RGBA4
    • gl.RGBA16F
    • gl.RGBA32F
    • gl.RGBA8UI
width
A GLsizei specifying the width of the texture.
height
A GLsizei specifying the height of the texture.
border
A GLint specifying the width of the border. Must be 0.
format
A GLenum specifying the format of the texel data. In WebGL 1, this must be the same as internalformat (see above). in WebGL 2, the combinations are listed in this table.
type
A GLenum specifying the data type of the texel data. Possible values:
  • gl.UNSIGNED_BYTE: 8 bits per channel for gl.RGBA
  • gl.UNSIGNED_SHORT_5_6_5: 5 red bits, 6 green bits, 5 blue bits.
  • gl.UNSIGNED_SHORT_4_4_4_4: 4 red bits, 4 green bits, 4 blue bits, 4 alpha bits.
  • gl.UNSIGNED_SHORT_5_5_5_1: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.
  • When using the WEBGL_depth_texture extension:
    • gl.UNSIGNED_SHORT
    • gl.UNSIGNED_INT
    • ext.UNSIGNED_INT_24_8_WEBGL (constant provided by the extension)
  • When using the OES_texture_float extension:
    • gl.FLOAT
  • When using the OES_texture_half_float extension:
    • ext.HALF_FLOAT_OES (constant provided by the extension)
  • When using a WebGL 2 context, the following values are available additionally:
    • gl.BYTE
    • gl.UNSIGNED_SHORT
    • gl.SHORT
    • gl.UNSIGNED_INT
    • gl.INT
    • gl.HALF_FLOAT
    • gl.FLOAT
    • gl.UNSIGNED_INT_2_10_10_10_REV
    • gl.UNSIGNED_INT_10F_11F_11F_REV
    • gl.UNSIGNED_INT_5_9_9_9_REV
    • gl.UNSIGNED_INT_24_8
    • gl.FLOAT_32_UNSIGNED_INT_24_8_REV (pixels must be null)
pixels
One of the following objects can be used as a pixel source for the texture:
offset
(WebGL 2 only) A GLintptr byte offset into the WebGLBuffer's data store. Used to upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_UNPACK_BUFFER target.

Return value

None.

Examples

gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

Specifications

SpecificationStatusComment
WebGL 1.0
The definition of 'texImage2D' in that specification.
RecommendationInitial definition for WebGL.
OpenGL ES 2.0
The definition of 'glTexImage2D' in that specification.
StandardMan page of the (similar) OpenGL ES 2.0 API.
WebGL 2.0
The definition of 'texImage2D' in that specification.
Editor's DraftUpdated definition for WebGL.
OpenGL ES 3.0
The definition of 'glTexImage2D' in that specification.
StandardMan page of the (similar) OpenGL ES 3.0 API.

Browser compatibility

BCD tables only load in the browser

See also

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