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Previously, the LibWeb bindings generator would output multiple per interface files like Prototype/Constructor/Namespace/GlobalMixin depending on the contents of that IDL file. This complicates the build system as it means that it does not know what files will be generated without knowledge of the contents of that IDL file. Instead, for each IDL file only generate a single Bindings/<IDLFile>.h and Bindings/<IDLFile>.cpp.
106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
/*
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* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/Realm.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/OESVertexArrayObject.h>
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#include <LibWeb/WebGL/Extensions/OESVertexArrayObject.h>
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#include <LibWeb/WebGL/Extensions/WebGLVertexArrayObjectOES.h>
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#include <LibWeb/WebGL/OpenGLContext.h>
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#include <LibWeb/WebGL/WebGLRenderingContextBase.h>
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#define GL_GLEXT_PROTOTYPES 1
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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namespace Web::WebGL::Extensions {
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GC_DEFINE_ALLOCATOR(OESVertexArrayObject);
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JS::ThrowCompletionOr<GC::Ref<JS::Object>> OESVertexArrayObject::create(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
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{
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return realm.create<OESVertexArrayObject>(realm, context);
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}
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OESVertexArrayObject::OESVertexArrayObject(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
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: PlatformObject(realm)
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, m_context(context)
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{
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}
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GC::Ref<WebGLVertexArrayObjectOES> OESVertexArrayObject::create_vertex_array_oes()
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{
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m_context->context().make_current();
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GLuint handle = 0;
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glGenVertexArraysOES(1, &handle);
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return WebGLVertexArrayObjectOES::create(realm(), m_context, handle);
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}
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void OESVertexArrayObject::delete_vertex_array_oes(GC::Root<WebGLVertexArrayObjectOES> array_object)
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{
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m_context->context().make_current();
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GLuint vertex_array_handle = 0;
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if (array_object) {
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auto handle_or_error = array_object->handle(m_context.ptr());
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if (handle_or_error.is_error()) {
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// FIXME: m_context->set_error(GL_INVALID_OPERATION);
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return;
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}
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vertex_array_handle = handle_or_error.release_value();
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}
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glDeleteVertexArraysOES(1, &vertex_array_handle);
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}
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bool OESVertexArrayObject::is_vertex_array_oes(GC::Root<WebGLVertexArrayObjectOES> array_object)
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{
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m_context->context().make_current();
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GLuint vertex_array_handle = 0;
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if (array_object) {
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auto handle_or_error = array_object->handle(m_context.ptr());
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if (handle_or_error.is_error()) {
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return false;
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}
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vertex_array_handle = handle_or_error.release_value();
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}
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return glIsVertexArrayOES(vertex_array_handle) == GL_TRUE;
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}
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void OESVertexArrayObject::bind_vertex_array_oes(GC::Root<WebGLVertexArrayObjectOES> array_object)
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{
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m_context->context().make_current();
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GLuint vertex_array_handle = 0;
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if (array_object) {
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auto handle_or_error = array_object->handle(m_context.ptr());
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if (handle_or_error.is_error()) {
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// FIXME: m_context->set_error(GL_INVALID_OPERATION);
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return;
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}
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vertex_array_handle = handle_or_error.release_value();
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}
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glBindVertexArrayOES(vertex_array_handle);
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}
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void OESVertexArrayObject::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(OESVertexArrayObject);
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Base::initialize(realm);
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}
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void OESVertexArrayObject::visit_edges(Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_context);
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}
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}
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