/* * Copyright (c) 2022, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include namespace Web::WebGL { WebGLRenderingContextBase::WebGLRenderingContextBase(HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters) : m_canvas_element(canvas_element) , m_context(move(context)) , m_context_creation_parameters(move(context_creation_parameters)) , m_actual_context_parameters(move(actual_context_parameters)) { } 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(); } Optional> WebGLRenderingContextBase::get_supported_extensions() const { if (m_context_lost) return Optional> {}; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::get_supported_extensions()"); // FIXME: We don't currently support any extensions. return Vector {}; } JS::Object* WebGLRenderingContextBase::get_extension(String const& name) const { if (m_context_lost) return nullptr; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::get_extension(name='{}')", name); // FIXME: We don't currently support any extensions. return nullptr; } 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); } }