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Unified Diff: mojo/apps/js/bindings/gl/context.cc

Issue 114883003: Implement more of the JavaScript GL API. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: asdf Created 7 years ago
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Index: mojo/apps/js/bindings/gl/context.cc
diff --git a/mojo/apps/js/bindings/gl/context.cc b/mojo/apps/js/bindings/gl/context.cc
index c0bb74a4dbe2effa906392434fa9878478e2f932..c7dc536e657b346a89f18092c5a2f83ffc6b713c 100644
--- a/mojo/apps/js/bindings/gl/context.cc
+++ b/mojo/apps/js/bindings/gl/context.cc
@@ -7,9 +7,24 @@
#include <GLES2/gl2.h>
#include "gin/arguments.h"
+#include "gin/array_buffer.h"
#include "gin/object_template_builder.h"
#include "mojo/public/gles2/gles2.h"
+namespace gin {
+template<>
+struct Converter<GLboolean> {
+ static bool FromV8(v8::Isolate* isolate, v8::Handle<v8::Value> val,
+ GLboolean* out) {
+ bool bool_val = false;
+ if (!Converter<bool>::FromV8(isolate, val, &bool_val))
+ return false;
+ *out = static_cast<GLboolean>(bool_val);
+ return true;
+ }
+};
+}
+
namespace mojo {
namespace js {
namespace gl {
@@ -21,42 +36,111 @@ gin::Handle<Context> Context::Create(v8::Isolate* isolate, uint64_t encoded,
return gin::CreateHandle(isolate, new Context(encoded, width, height));
}
-gin::Handle<Shader> Context::CreateShader(const gin::Arguments& args,
- GLenum type) {
- gin::Handle<Shader> result;
- GLuint glshader = glCreateShader(type);
- if (glshader != 0u) {
- result = Opaque::Create(args.isolate(), glshader);
+void Context::BufferData(GLenum target, const gin::ArrayBufferView& buffer,
+ GLenum usage) {
+ glBufferData(target, buffer.num_bytes(), buffer.bytes(), usage);
+}
+
+void Context::CompileShader(const gin::Arguments& args, GLuint shader) {
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ args.ThrowTypeError(std::string("Could not compile shader: ") +
+ GetShaderInfoLog(shader));
}
+}
+
+GLuint Context::CreateBuffer() {
+ GLuint result = 0;
+ glGenBuffers(1, &result);
return result;
}
-void Context::ShaderSource(gin::Handle<Shader> shader,
- const std::string& source) {
+void Context::DrawElements(GLenum mode, GLsizei count, GLenum type,
+ uint64_t indices) {
+ // This looks scary, but it's what WebGL does too:
+ // http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.1
+ glDrawElements(mode, count, type, reinterpret_cast<void*>(indices));
+}
+
+GLint Context::GetAttribLocation(GLuint program, const std::string& name) {
+ return glGetAttribLocation(program, name.c_str());
+}
+
+std::string Context::GetProgramInfoLog(GLuint program) {
+ GLint info_log_length = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
+ std::string info_log(info_log_length, 0);
+ glGetProgramInfoLog(program, info_log_length, NULL, &info_log.at(0));
+ return info_log;
+}
+
+std::string Context::GetShaderInfoLog(GLuint shader) {
+ GLint info_log_length = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
+ std::string info_log(info_log_length, 0);
+ glGetShaderInfoLog(shader, info_log_length, NULL, &info_log.at(0));
+ return info_log;
+}
+
+GLint Context::GetUniformLocation(GLuint program, const std::string& name) {
+ return glGetUniformLocation(program, name.c_str());
+}
+
+void Context::ShaderSource(GLuint shader, const std::string& source) {
const char* source_chars = source.c_str();
- glShaderSource(shader->value(), 1, &source_chars, NULL);
+ glShaderSource(shader, 1, &source_chars, NULL);
}
-void Context::CompileShader(const gin::Arguments& args,
- gin::Handle<Shader> shader) {
- glCompileShader(shader->value());
- GLint compiled = 0;
- glGetShaderiv(shader->value(), GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- // Or should |shader| do it when it is destroyed?
- glDeleteShader(shader->value());
- args.ThrowTypeError("Could not compile shader");
- return;
- }
+void Context::UniformMatrix4fv(GLint location, GLboolean transpose,
+ const gin::ArrayBufferView& buffer) {
+ glUniformMatrix4fv(location, 1, transpose,
+ static_cast<float*>(buffer.bytes()));
+}
+
+void Context::VertexAttribPointer(GLuint index, GLint size, GLenum type,
+ GLboolean normalized, GLsizei stride,
+ uint64_t offset) {
+ glVertexAttribPointer(index, size, type, normalized, stride,
+ reinterpret_cast<void*>(offset));
}
gin::ObjectTemplateBuilder Context::GetObjectTemplateBuilder(
v8::Isolate* isolate) {
- return gin::Wrappable<Context>::GetObjectTemplateBuilder(isolate)
+ return gin::ObjectTemplateBuilder(isolate)
+ .SetValue("ARRAY_BUFFER", GL_ARRAY_BUFFER)
+ .SetValue("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT)
+ .SetValue("ELEMENT_ARRAY_BUFFER", GL_ELEMENT_ARRAY_BUFFER)
+ .SetValue("FLOAT", GL_FLOAT)
+ .SetValue("FRAGMENT_SHADER", GL_FRAGMENT_SHADER)
+ .SetValue("STATIC_DRAW", GL_STATIC_DRAW)
+ .SetValue("TRIANGLES", GL_TRIANGLES)
+ .SetValue("UNSIGNED_SHORT", GL_UNSIGNED_SHORT)
.SetValue("VERTEX_SHADER", GL_VERTEX_SHADER)
- .SetMethod("createShader", CreateShader)
+ .SetMethod("attachShader", glAttachShader)
+ .SetMethod("bindBuffer", glBindBuffer)
+ .SetMethod("bufferData", BufferData)
+ .SetMethod("clear", glClear)
+ .SetMethod("clearColor", glClearColor)
+ .SetMethod("compileShader", CompileShader)
+ .SetMethod("createBuffer", CreateBuffer)
+ .SetMethod("createProgram", glCreateProgram)
+ .SetMethod("createShader", glCreateShader)
+ .SetMethod("deleteShader", glDeleteShader)
+ .SetMethod("drawElements", DrawElements)
+ .SetMethod("enableVertexAttribArray", glEnableVertexAttribArray)
+ .SetMethod("getAttribLocation", GetAttribLocation)
+ .SetMethod("getProgramInfoLog", GetProgramInfoLog)
+ .SetMethod("getShaderInfoLog", GetShaderInfoLog)
+ .SetMethod("getUniformLocation", GetUniformLocation)
+ .SetMethod("linkProgram", glLinkProgram)
.SetMethod("shaderSource", ShaderSource)
- .SetMethod("compileShader", CompileShader);
+ .SetMethod("swapBuffers", MojoGLES2SwapBuffers)
+ .SetMethod("uniformMatrix4fv", UniformMatrix4fv)
+ .SetMethod("useProgram", glUseProgram)
+ .SetMethod("vertexAttribPointer", VertexAttribPointer)
+ .SetMethod("viewport", glViewport);
}
Context::Context(uint64_t encoded, int width, int height)
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