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 27622a73d71f179cfa9406495c458499d7a53109..0f8c587fd00fde03884c7e50b4078353a85faee1 100644 |
--- a/mojo/apps/js/bindings/gl/context.cc |
+++ b/mojo/apps/js/bindings/gl/context.cc |
@@ -7,6 +7,7 @@ |
#include <GLES2/gl2.h> |
#include "gin/arguments.h" |
+#include "gin/array_buffer.h" |
#include "gin/object_template_builder.h" |
#include "gin/per_isolate_data.h" |
#include "mojo/public/gles2/gles2.h" |
@@ -28,44 +29,87 @@ v8::Handle<v8::ObjectTemplate> Context::GetObjectTemplate( |
v8::Local<v8::ObjectTemplate> templ = data->GetObjectTemplate(&kWrapperInfo); |
if (templ.IsEmpty()) { |
templ = 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("VERTEX_SHADER", GL_VERTEX_SHADER) |
- .SetMethod("createShader", CreateShader) |
- .SetMethod("shaderSource", ShaderSource) |
+ .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("enableVertexAttribArray", glEnableVertexAttribArray) |
+ .SetMethod("getAttribLocation", GetAttribLocation) |
+ .SetMethod("getShaderInfoLog", GetShaderInfoLog) |
+ .SetMethod("getUniformLocation", GetUniformLocation) |
+ .SetMethod("linkProgram", glLinkProgram) |
+ .SetMethod("shaderSource", ShaderSource) |
+ .SetMethod("useProgram", glUseProgram) |
+ .SetMethod("vertexAttribPointer", VertexAttribPointer) |
+ .SetMethod("viewport", glViewport) |
.Build(); |
+ |
templ->SetInternalFieldCount(gin::kNumberOfInternalFields); |
data->SetObjectTemplate(&kWrapperInfo, templ); |
} |
return templ; |
} |
-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); |
abarth-chromium
2013/12/13 21:30:35
Maybe http://www.khronos.org/opengles/sdk/docs/man
Aaron Boodman
2013/12/13 21:43:57
But I want the textual error message...
|
+ 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) { |
+GLint Context::GetAttribLocation(GLuint program, const std::string& name) { |
+ return glGetAttribLocation(program, name.c_str()); |
+} |
+ |
+std::string Context::GetShaderInfoLog(GLuint shader) { |
+ GLint info_log_length = 0; |
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); |
+ char info_log[info_log_length]; |
+ glGetShaderInfoLog(shader, info_log_length, NULL, info_log); |
+ return std::string(info_log, info_log_length); |
abarth-chromium
2013/12/13 21:30:35
You can avoid one of these copies by resizing the
Aaron Boodman
2013/12/13 21:43:57
Good point. Fixed.
|
+} |
+ |
+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::VertexAttribPointer(GLuint index, GLint size, GLenum type, |
+ bool normalized, GLsizei stride, |
+ long offset) { |
+ glVertexAttribPointer(index, size, type, static_cast<GLboolean>(normalized), |
+ stride, reinterpret_cast<void*>(offset)); |
} |
Context::Context(uint64_t encoded, int width, int height) |