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LibWeb/WebGL: Add a bunch of simple forwarding functions

This collection of functions simply check if the context is still
alive, then forward the call to the GL context.
This commit is contained in:
Luke Wilde 2022-06-04 04:37:10 +01:00 committed by Linus Groh
parent aa77c26b60
commit 39a212b54f
3 changed files with 183 additions and 0 deletions

View file

@ -93,6 +93,15 @@ JS::Object* WebGLRenderingContextBase::get_extension(String const& name) const
return nullptr;
}
void WebGLRenderingContextBase::active_texture(GLenum texture)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::active_texture(texture=0x{:08x})", texture);
m_context->gl_active_texture(texture);
}
void WebGLRenderingContextBase::clear(GLbitfield mask)
{
if (m_context_lost)
@ -114,4 +123,130 @@ void WebGLRenderingContextBase::clear_color(GLclampf red, GLclampf green, GLclam
m_context->gl_clear_color(red, green, blue, alpha);
}
void WebGLRenderingContextBase::clear_depth(GLclampf depth)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_depth(depth={})", depth);
m_context->gl_clear_depth(depth);
}
void WebGLRenderingContextBase::clear_stencil(GLint s)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_stencil(s=0x{:08x})", s);
m_context->gl_clear_stencil(s);
}
void WebGLRenderingContextBase::color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::color_mask(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha);
m_context->gl_color_mask(red, green, blue, alpha);
}
void WebGLRenderingContextBase::cull_face(GLenum mode)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::cull_face(mode=0x{:08x})", mode);
m_context->gl_cull_face(mode);
}
void WebGLRenderingContextBase::depth_func(GLenum func)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_func(func=0x{:08x})", func);
m_context->gl_depth_func(func);
}
void WebGLRenderingContextBase::depth_mask(GLboolean mask)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_mask(mask={})", mask);
m_context->gl_depth_mask(mask);
}
void WebGLRenderingContextBase::finish()
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::finish()");
m_context->gl_finish();
}
void WebGLRenderingContextBase::flush()
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::flush()");
m_context->gl_flush();
}
void WebGLRenderingContextBase::front_face(GLenum mode)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::front_face(mode=0x{:08x})", mode);
m_context->gl_front_face(mode);
}
void WebGLRenderingContextBase::polygon_offset(GLfloat factor, GLfloat units)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::polygon_offset(factor={}, units={})", factor, units);
m_context->gl_polygon_offset(factor, units);
}
void WebGLRenderingContextBase::scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::scissor(x={}, y={}, width={}, height={})", x, y, width, height);
m_context->gl_scissor(x, y, width, height);
}
void WebGLRenderingContextBase::stencil_op(GLenum fail, GLenum zfail, GLenum zpass)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op(fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", fail, zfail, zpass);
m_context->gl_stencil_op_separate(GL_FRONT_AND_BACK, fail, zfail, zpass);
}
void WebGLRenderingContextBase::stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op_separate(face=0x{:08x}, fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", face, fail, zfail, zpass);
m_context->gl_stencil_op_separate(face, fail, zfail, zpass);
}
void WebGLRenderingContextBase::viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (m_context_lost)
return;
dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::viewport(x={}, y={}, width={}, height={})", x, y, width, height);
m_context->gl_viewport(x, y, width, height);
}
}

View file

@ -26,8 +26,32 @@ public:
Optional<Vector<String>> get_supported_extensions() const;
JS::Object* get_extension(String const& name) const;
void active_texture(GLenum texture);
void clear(GLbitfield mask);
void clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void clear_depth(GLclampf depth);
void clear_stencil(GLint s);
void color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void cull_face(GLenum mode);
void depth_func(GLenum func);
void depth_mask(GLboolean mask);
void finish();
void flush();
void front_face(GLenum mode);
void polygon_offset(GLfloat factor, GLfloat units);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void stencil_op(GLenum fail, GLenum zfail, GLenum zpass);
void stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
protected:
WebGLRenderingContextBase(HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr<GL::GLContext> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters);

View file

@ -21,8 +21,32 @@ interface mixin WebGLRenderingContextBase {
sequence<DOMString>? getSupportedExtensions();
object? getExtension(DOMString name);
undefined activeTexture(GLenum texture);
undefined clear(GLbitfield mask);
undefined clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
undefined clearDepth(GLclampf depth);
undefined clearStencil(GLint s);
undefined colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
undefined cullFace(GLenum mode);
undefined depthFunc(GLenum func);
undefined depthMask(GLboolean flag);
undefined finish();
undefined flush();
undefined frontFace(GLenum mode);
undefined polygonOffset(GLfloat factor, GLfloat units);
undefined scissor(GLint x, GLint y, GLsizei width, GLsizei height);
undefined stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
undefined stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
undefined viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// Enums
// ClearBufferMask