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---
title: WebGLRenderingContext.bindFramebuffer()
slug: Web/API/WebGLRenderingContext/bindFramebuffer
tags:
- API
- Method
- Reference
- WebGL
- WebGLRenderingContext
translation_of: Web/API/WebGLRenderingContext/bindFramebuffer
---
<div>{{APIRef("WebGL")}}</div>
<p><a href="/en-US/docs/Web/API/WebGL_API">WebGL API</a> 的 <strong><code>WebGLRenderingContext.bindFramebuffer()</code></strong> 方法将给定的 {{domxref("WebGLFramebuffer")}} 绑定到目标。</p>
<h2 id="语法">语法</h2>
<pre class="syntaxbox">void <var>gl</var>.bindFramebuffer(<var>target</var>, <var>framebuffer</var>);
</pre>
<h3 id="参数">参数</h3>
<dl>
<dt>target</dt>
<dd>{{domxref("GLenum")}} 指定绑定点(目标)。可能的值为:
<ul>
<li><code>gl.FRAMEBUFFER</code>: 收集用于渲染图像的颜色,alpha,深度和模板缓冲区的缓冲区数据存储。</li>
<li>当使用 {{domxref("WebGL2RenderingContext", "WebGL 2 context", "", 1)}} 时,可以使用以下值:
<ul>
<li><code>gl.DRAW_FRAMEBUFFER</code>: 相当于<code>gl.FRAMEBUFFER</code>, 用作绘图,渲染,清除和写入操作。</li>
<li><code>gl.READ_FRAMEBUFFER</code>: 用作读取操作的资源。</li>
</ul>
</li>
</ul>
</dd>
<dt>framebuffer</dt>
<dd>要绑定的 {{domxref("WebGLFramebuffer")}} 对象。</dd>
</dl>
<h3 id="返回值">返回值</h3>
<p>None.</p>
<h3 id="异常">异常</h3>
<p>如果目标不是 <code>gl.FRAMEBUFFER</code> ,<code>gl.DRAW_FRAMEBUFFER</code> 或 <code>gl.READ_FRAMEBUFFER</code> ,则抛出 <code>gl.INVALID_ENUM</code> 错误。</p>
<h2 id="示例">示例</h2>
<h3 id="绑定帧缓冲区">绑定帧缓冲区</h3>
<pre class="brush: js">var canvas = document.getElementById('canvas');
var gl = canvas.getContext('webgl');
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
</pre>
<h3 id="获取当前绑定">获取当前绑定</h3>
<p>要检查当前帧缓冲区绑定,请查询 <code>FRAMEBUFFER_BINDING</code> 常量。</p>
<pre class="brush: js">gl.getParameter(gl.FRAMEBUFFER_BINDING);
</pre>
<h2 id="规范">规范</h2>
<table class="standard-table">
<tbody>
<tr>
<th scope="col">Specification</th>
<th scope="col">Status</th>
<th scope="col">Comment</th>
</tr>
<tr>
<td>{{SpecName('WebGL', "#5.14.6", "bindFramebuffer")}}</td>
<td>{{Spec2('WebGL')}}</td>
<td>WebGL初始定义.</td>
</tr>
<tr>
<td>{{SpecName('OpenGL ES 2.0', "glBindFramebuffer.xml", "glBindFramebuffer")}}</td>
<td>{{Spec2('OpenGL ES 2.0')}}</td>
<td>OpenGL API手册.</td>
</tr>
<tr>
<td>{{SpecName('WebGL2', "#3.7.1", "bindFrameBuffer")}}</td>
<td>{{Spec2('WebGL2')}}</td>
<td>WebGL 2更新定义.<br>
新增: <code>gl.DRAW_FRAMEBUFFER</code> 和 <code>gl.READ_FRAMEBUFFER</code></td>
</tr>
<tr>
<td>{{SpecName('OpenGL ES 3.0', "glBindFramebuffer.xhtml", "glBindFramebuffer")}}</td>
<td>{{Spec2('OpenGL ES 3.0')}}</td>
<td>OpenGL ES 3 API手册(类似).</td>
</tr>
</tbody>
</table>
<h2 id="浏览器兼容性">浏览器兼容性</h2>
<p class="hidden">The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out <a href="https://github.com/mdn/browser-compat-data">https://github.com/mdn/browser-compat-data</a> and send us a pull request.</p>
<p>{{Compat("api/WebGLRenderingContext", "WebGLRenderingContext.bindFramebuffer")}}</p>
<h2 id="另见">另见</h2>
<ul>
<li>{{domxref("WebGLRenderingContext.createFramebuffer()")}}</li>
<li>{{domxref("WebGLRenderingContext.deleteFramebuffer()")}}</li>
<li>{{domxref("WebGLRenderingContext.isFramebuffer()")}}</li>
<li>Other buffers: {{domxref("WebGLBuffer")}}, {{domxref("WebGLRenderbuffer")}}<br>
</li>
</ul>
|