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	These classes only needed Window to get at its realm. Pass a realm directly to construct WebGL and WebSocket classes.
		
			
				
	
	
		
			103 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
	
		
			3.6 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 <LibJS/Heap/GCPtr.h>
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#include <LibWeb/Bindings/PlatformObject.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 : public Bindings::PlatformObject {
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    WEB_PLATFORM_OBJECT(WebGLRenderingContextBase, Bindings::PlatformObject);
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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(JS::Realm&, 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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    virtual void visit_edges(Cell::Visitor&) override;
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    JS::NonnullGCPtr<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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