| 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)
|
|
|