/* * Copyright (c) 2024, Jelle Raaijmakers * Copyright (c) 2024, Aliaksandr Kalenik * Copyright (c) 2024-2025, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include namespace Web::WebGL { class WebGLProgram final : public WebGLObject { WEB_PLATFORM_OBJECT(WebGLProgram, WebGLObject); GC_DECLARE_ALLOCATOR(WebGLProgram); public: static GC::Ref create(JS::Realm& realm, WebGLRenderingContextBase&, GLuint handle); virtual ~WebGLProgram(); GC::Ptr attached_vertex_shader() const { return m_attached_fragment_shader; } void set_attached_vertex_shader(GC::Ptr shader) { m_attached_vertex_shader = shader; } GC::Ptr attached_fragment_shader() const { return m_attached_fragment_shader; } void set_attached_fragment_shader(GC::Ptr shader) { m_attached_fragment_shader = shader; } protected: explicit WebGLProgram(JS::Realm&, WebGLRenderingContextBase&, GLuint handle); virtual void initialize(JS::Realm&) override; virtual void visit_edges(JS::Cell::Visitor&) override; private: GC::Ptr m_attached_vertex_shader; GC::Ptr m_attached_fragment_shader; }; }