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https://github.com/RGBCube/serenity
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LibWeb: Add ability to present LibGL framebuffer and add clearing
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parent
68d9d4e247
commit
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8 changed files with 131 additions and 1 deletions
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@ -4,6 +4,7 @@
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Debug.h>
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#include <LibGL/GLContext.h>
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#include <LibWeb/HTML/HTMLCanvasElement.h>
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#include <LibWeb/WebGL/WebGLRenderingContextBase.h>
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@ -20,4 +21,75 @@ WebGLRenderingContextBase::WebGLRenderingContextBase(HTML::HTMLCanvasElement& ca
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WebGLRenderingContextBase::~WebGLRenderingContextBase() = default;
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void WebGLRenderingContextBase::present()
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{
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if (!m_should_present)
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return;
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m_should_present = false;
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// "Before the drawing buffer is presented for compositing the implementation shall ensure that all rendering operations have been flushed to the drawing buffer."
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// FIXME: Is this the operation it means?
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m_context->gl_flush();
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m_context->present();
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// "By default, after compositing the contents of the drawing buffer shall be cleared to their default values, as shown in the table above.
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// This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object.
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// If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them."
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if (!m_context_creation_parameters.preserve_drawing_buffer) {
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auto current_clear_color = m_context->current_clear_color();
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auto current_clear_depth = m_context->current_clear_depth();
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auto current_clear_stencil = m_context->current_clear_stencil();
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// The implicit clear value for the color buffer is (0, 0, 0, 0)
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m_context->gl_clear_color(0, 0, 0, 0);
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// The implicit clear value for the depth buffer is 1.0.
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m_context->gl_clear_depth(1.0);
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// The implicit clear value for the stencil buffer is 0.
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m_context->gl_clear_stencil(0);
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m_context->gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Restore the clear values.
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m_context->gl_clear_color(current_clear_color[0], current_clear_color[1], current_clear_color[2], current_clear_color[3]);
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m_context->gl_clear_depth(current_clear_depth);
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m_context->gl_clear_stencil(current_clear_stencil);
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}
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}
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void WebGLRenderingContextBase::needs_to_present()
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{
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m_should_present = true;
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if (!m_canvas_element)
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return;
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if (!m_canvas_element->layout_node())
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return;
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m_canvas_element->layout_node()->set_needs_display();
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}
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void WebGLRenderingContextBase::clear(GLbitfield mask)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear(mask=0x{:08x})", mask);
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m_context->gl_clear(mask);
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// FIXME: This should only be done if this is targeting the front buffer.
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needs_to_present();
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}
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void WebGLRenderingContextBase::clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_color(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha);
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m_context->gl_clear_color(red, green, blue, alpha);
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}
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}
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