/* * Copyright (c) 2024, Jelle Raaijmakers * Copyright (c) 2024, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include namespace Web::WebGL { class WebGLShaderPrecisionFormat final : public Bindings::PlatformObject { WEB_PLATFORM_OBJECT(WebGLShaderPrecisionFormat, Bindings::PlatformObject); GC_DECLARE_ALLOCATOR(WebGLShaderPrecisionFormat); public: static GC::Ref create(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision); virtual ~WebGLShaderPrecisionFormat() override; GLint range_min() const { return m_range_min; } GLint range_max() const { return m_range_max; } GLint precision() const { return m_precision; } protected: explicit WebGLShaderPrecisionFormat(JS::Realm&, GLint range_min, GLint range_max, GLint precision); virtual void initialize(JS::Realm&) override; private: GLint m_range_min { 0 }; GLint m_range_max { 0 }; GLint m_precision { 0 }; }; }