
This is a monster patch that turns all EventTargets into GC-allocated PlatformObjects. Their C++ wrapper classes are removed, and the LibJS garbage collector is now responsible for their lifetimes. There's a fair amount of hacks and band-aids in this patch, and we'll have a lot of cleanup to do after this.
99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
/*
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* Copyright (c) 2022, Luke Wilde <lukew@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/RefCountForwarder.h>
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#include <AK/WeakPtr.h>
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#include <AK/Weakable.h>
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#include <LibGL/GLContext.h>
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#include <LibWeb/Forward.h>
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#include <LibWeb/WebGL/WebGLContextAttributes.h>
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namespace Web::WebGL {
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class WebGLRenderingContextBase
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: public RefCounted<WebGLRenderingContextBase>
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, public Weakable<WebGLRenderingContextBase> {
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public:
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virtual ~WebGLRenderingContextBase();
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void present();
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JS::NonnullGCPtr<HTML::HTMLCanvasElement> canvas_for_binding() const;
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bool is_context_lost() const;
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Optional<Vector<String>> get_supported_extensions() const;
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JS::Object* get_extension(String const& name) const;
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void active_texture(GLenum texture);
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void clear(GLbitfield mask);
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void clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void clear_depth(GLclampf depth);
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void clear_stencil(GLint s);
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void color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void cull_face(GLenum mode);
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void depth_func(GLenum func);
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void depth_mask(GLboolean mask);
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void depth_range(GLclampf z_near, GLclampf z_far);
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void finish();
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void flush();
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void front_face(GLenum mode);
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GLenum get_error();
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void line_width(GLfloat width);
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void polygon_offset(GLfloat factor, GLfloat units);
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void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void stencil_op(GLenum fail, GLenum zfail, GLenum zpass);
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void stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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protected:
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WebGLRenderingContextBase(HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr<GL::GLContext> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters);
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private:
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JS::Handle<HTML::HTMLCanvasElement> m_canvas_element;
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NonnullOwnPtr<GL::GLContext> m_context;
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#context-creation-parameters
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// Each WebGLRenderingContext has context creation parameters, set upon creation, in a WebGLContextAttributes object.
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WebGLContextAttributes m_context_creation_parameters {};
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#actual-context-parameters
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// Each WebGLRenderingContext has actual context parameters, set each time the drawing buffer is created, in a WebGLContextAttributes object.
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WebGLContextAttributes m_actual_context_parameters {};
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#webgl-context-lost-flag
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// Each WebGLRenderingContext has a webgl context lost flag, which is initially unset.
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bool m_context_lost { false };
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// WebGL presents its drawing buffer to the HTML page compositor immediately before a compositing operation, but only if at least one of the following has occurred since the previous compositing operation:
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// - Context creation
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// - Canvas resize
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// - clear, drawArrays, or drawElements has been called while the drawing buffer is the currently bound framebuffer
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bool m_should_present { true };
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GLenum m_error { GL_NO_ERROR };
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HTML::HTMLCanvasElement& canvas_element();
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HTML::HTMLCanvasElement const& canvas_element() const;
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void needs_to_present();
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void set_error(GLenum error);
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};
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}
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