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LibWeb: Add ability to present LibGL framebuffer and add clearing

This commit is contained in:
Luke Wilde 2022-06-04 04:27:48 +01:00 committed by Linus Groh
parent 68d9d4e247
commit 076c9772a4
8 changed files with 131 additions and 1 deletions

View file

@ -4,6 +4,7 @@
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Debug.h>
#include <LibGL/GLContext.h>
#include <LibWeb/HTML/HTMLCanvasElement.h>
#include <LibWeb/WebGL/WebGLRenderingContextBase.h>
@ -20,4 +21,75 @@ WebGLRenderingContextBase::WebGLRenderingContextBase(HTML::HTMLCanvasElement& ca
WebGLRenderingContextBase::~WebGLRenderingContextBase() = default;
void WebGLRenderingContextBase::present()
{
if (!m_should_present)
return;
m_should_present = false;
// "Before the drawing buffer is presented for compositing the implementation shall ensure that all rendering operations have been flushed to the drawing buffer."
// FIXME: Is this the operation it means?
m_context->gl_flush();
m_context->present();
// "By default, after compositing the contents of the drawing buffer shall be cleared to their default values, as shown in the table above.
// This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object.
// If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them."
if (!m_context_creation_parameters.preserve_drawing_buffer) {
auto current_clear_color = m_context->current_clear_color();
auto current_clear_depth = m_context->current_clear_depth();
auto current_clear_stencil = m_context->current_clear_stencil();
// The implicit clear value for the color buffer is (0, 0, 0, 0)
m_context->gl_clear_color(0, 0, 0, 0);
// The implicit clear value for the depth buffer is 1.0.
m_context->gl_clear_depth(1.0);
// The implicit clear value for the stencil buffer is 0.
m_context->gl_clear_stencil(0);
m_context->gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Restore the clear values.
m_context->gl_clear_color(current_clear_color[0], current_clear_color[1], current_clear_color[2], current_clear_color[3]);
m_context->gl_clear_depth(current_clear_depth);
m_context->gl_clear_stencil(current_clear_stencil);
}
}
void WebGLRenderingContextBase::needs_to_present()
{
m_should_present = true;
if (!m_canvas_element)
return;
if (!m_canvas_element->layout_node())
return;
m_canvas_element->layout_node()->set_needs_display();
}
void WebGLRenderingContextBase::clear(GLbitfield mask)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear(mask=0x{:08x})", mask);
m_context->gl_clear(mask);
// FIXME: This should only be done if this is targeting the front buffer.
needs_to_present();
}
void WebGLRenderingContextBase::clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_color(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha);
m_context->gl_clear_color(red, green, blue, alpha);
}
}