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+/*
+ * Copyright (C) 2009 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef WebGLRenderingContext_h
+#define WebGLRenderingContext_h
+
+#include "CanvasRenderingContext.h"
+#include "ExceptionCode.h"
+#include "WebGLFloatArray.h"
+#include "WebGLGetInfo.h"
+#include "WebGLIntArray.h"
+#include "WebGLUnsignedByteArray.h"
+#include "GraphicsContext3D.h"
+#include "PlatformString.h"
+
+namespace WebCore {
+
+class WebGLActiveInfo;
+class WebGLBuffer;
+class WebGLFramebuffer;
+class CanvasObject;
+class WebGLProgram;
+class WebGLRenderbuffer;
+class WebGLShader;
+class WebGLTexture;
+class WebGLUniformLocation;
+class HTMLImageElement;
+class HTMLVideoElement;
+class ImageData;
+class WebKitCSSMatrix;
+
+ class WebGLRenderingContext : public CanvasRenderingContext {
+ public:
+ static PassOwnPtr<WebGLRenderingContext> create(HTMLCanvasElement*);
+ virtual ~WebGLRenderingContext();
+
+ virtual bool is3d() const { return true; }
+
+ // Helper to return the size in bytes of OpenGL data types
+ // like GL_FLOAT, GL_INT, etc.
+ int sizeInBytes(int type, ExceptionCode& ec);
+
+ void activeTexture(unsigned long texture, ExceptionCode& ec);
+ void attachShader(WebGLProgram*, WebGLShader*, ExceptionCode& ec);
+ void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name, ExceptionCode& ec);
+ void bindBuffer(unsigned long target, WebGLBuffer*, ExceptionCode& ec);
+ void bindFramebuffer(unsigned long target, WebGLFramebuffer*, ExceptionCode& ec);
+ void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*, ExceptionCode& ec);
+ void bindTexture(unsigned long target, WebGLTexture*, ExceptionCode& ec);
+ void blendColor(double red, double green, double blue, double alpha);
+ void blendEquation(unsigned long mode);
+ void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
+ void blendFunc(unsigned long sfactor, unsigned long dfactor);
+ void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);
+
+ void bufferData(unsigned long target, int size, unsigned long usage, ExceptionCode&);
+ void bufferData(unsigned long target, WebGLArray* data, unsigned long usage, ExceptionCode&);
+ void bufferSubData(unsigned long target, long offset, WebGLArray* data, ExceptionCode&);
+
+ unsigned long checkFramebufferStatus(unsigned long target);
+ void clear(unsigned long mask);
+ void clearColor(double red, double green, double blue, double alpha);
+ void clearDepth(double);
+ void clearStencil(long);
+ void colorMask(bool red, bool green, bool blue, bool alpha);
+ void compileShader(WebGLShader*, ExceptionCode& ec);
+
+ //void compressedTexImage2D(unsigned long target, long level, unsigned long internalformat, unsigned long width, unsigned long height, long border, unsigned long imageSize, const void* data);
+ //void compressedTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, unsigned long width, unsigned long height, unsigned long format, unsigned long imageSize, const void* data);
+
+ void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
+ void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
+
+ PassRefPtr<WebGLBuffer> createBuffer();
+ PassRefPtr<WebGLFramebuffer> createFramebuffer();
+ PassRefPtr<WebGLProgram> createProgram();
+ PassRefPtr<WebGLRenderbuffer> createRenderbuffer();
+ PassRefPtr<WebGLShader> createShader(unsigned long type, ExceptionCode&);
+ PassRefPtr<WebGLTexture> createTexture();
+
+ void cullFace(unsigned long mode);
+
+ void deleteBuffer(WebGLBuffer*);
+ void deleteFramebuffer(WebGLFramebuffer*);
+ void deleteProgram(WebGLProgram*);
+ void deleteRenderbuffer(WebGLRenderbuffer*);
+ void deleteShader(WebGLShader*);
+ void deleteTexture(WebGLTexture*);
+
+ void depthFunc(unsigned long);
+ void depthMask(bool);
+ void depthRange(double zNear, double zFar);
+ void detachShader(WebGLProgram*, WebGLShader*, ExceptionCode&);
+ void disable(unsigned long cap);
+ void disableVertexAttribArray(unsigned long index, ExceptionCode&);
+ void drawArrays(unsigned long mode, long first, long count, ExceptionCode&);
+ void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset, ExceptionCode&);
+
+ void enable(unsigned long cap);
+ void enableVertexAttribArray(unsigned long index, ExceptionCode&);
+ void finish();
+ void flush();
+ void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*, ExceptionCode& ec);
+ void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level, ExceptionCode& ec);
+ void frontFace(unsigned long mode);
+ void generateMipmap(unsigned long target);
+
+ PassRefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, unsigned long index, ExceptionCode&);
+ PassRefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, unsigned long index, ExceptionCode&);
+
+ int getAttribLocation(WebGLProgram*, const String& name);
+
+ WebGLGetInfo getBufferParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ unsigned long getError();
+
+ WebGLGetInfo getFramebufferAttachmentParameter(unsigned long target, unsigned long attachment, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getParameter(unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getProgramParameter(WebGLProgram*, unsigned long pname, ExceptionCode&);
+
+ String getProgramInfoLog(WebGLProgram*, ExceptionCode& ec);
+
+ WebGLGetInfo getRenderbufferParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getShaderParameter(WebGLShader*, unsigned long pname, ExceptionCode& ec);
+
+ String getShaderInfoLog(WebGLShader*, ExceptionCode& ec);
+
+ // TBD
+ // void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+
+ String getShaderSource(WebGLShader*, ExceptionCode&);
+ String getString(unsigned long name);
+
+ WebGLGetInfo getTexParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getUniform(WebGLProgram*, const WebGLUniformLocation*, ExceptionCode&);
+
+ PassRefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&, ExceptionCode&);
+
+ WebGLGetInfo getVertexAttrib(unsigned long index, unsigned long pname, ExceptionCode&);
+
+ long getVertexAttribOffset(unsigned long index, unsigned long pname);
+
+ void hint(unsigned long target, unsigned long mode);
+ bool isBuffer(WebGLBuffer*);
+ bool isEnabled(unsigned long cap);
+ bool isFramebuffer(WebGLFramebuffer*);
+ bool isProgram(WebGLProgram*);
+ bool isRenderbuffer(WebGLRenderbuffer*);
+ bool isShader(WebGLShader*);
+ bool isTexture(WebGLTexture*);
+ void lineWidth(double);
+ void linkProgram(WebGLProgram*, ExceptionCode&);
+ void pixelStorei(unsigned long pname, long param);
+ void polygonOffset(double factor, double units);
+
+ PassRefPtr<WebGLArray> readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type);
+
+ void releaseShaderCompiler();
+ void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
+ void sampleCoverage(double value, bool invert);
+ void scissor(long x, long y, unsigned long width, unsigned long height);
+ void shaderSource(WebGLShader*, const String&, ExceptionCode&);
+ void stencilFunc(unsigned long func, long ref, unsigned long mask);
+ void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
+ void stencilMask(unsigned long);
+ void stencilMaskSeparate(unsigned long face, unsigned long mask);
+ void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
+ void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
+
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned width, unsigned height, unsigned border,
+ unsigned format, unsigned type, WebGLArray* pixels, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned width, unsigned height, unsigned border,
+ unsigned format, unsigned type, ImageData* pixels, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLImageElement* image,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLVideoElement* video,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+
+ void texParameterf(unsigned target, unsigned pname, float param);
+ void texParameteri(unsigned target, unsigned pname, int param);
+
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height,
+ unsigned format, unsigned type, WebGLArray* pixels, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height,
+ unsigned format, unsigned type, ImageData* pixels, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height, HTMLImageElement* image,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height, HTMLCanvasElement* canvas,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height, HTMLVideoElement* video,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+
+ void uniform1f(const WebGLUniformLocation* location, float x, ExceptionCode&);
+ void uniform1fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode&);
+ void uniform1fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform1i(const WebGLUniformLocation* location, int x, ExceptionCode&);
+ void uniform1iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode&);
+ void uniform1iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform2f(const WebGLUniformLocation* location, float x, float y, ExceptionCode&);
+ void uniform2fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode&);
+ void uniform2fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform2i(const WebGLUniformLocation* location, int x, int y, ExceptionCode&);
+ void uniform2iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode&);
+ void uniform2iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform3f(const WebGLUniformLocation* location, float x, float y, float z, ExceptionCode&);
+ void uniform3fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode&);
+ void uniform3fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform3i(const WebGLUniformLocation* location, int x, int y, int z, ExceptionCode&);
+ void uniform3iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode&);
+ void uniform3iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform4f(const WebGLUniformLocation* location, float x, float y, float z, float w, ExceptionCode&);
+ void uniform4fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode&);
+ void uniform4fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform4i(const WebGLUniformLocation* location, int x, int y, int z, int w, ExceptionCode&);
+ void uniform4iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode&);
+ void uniform4iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* value, ExceptionCode&);
+ void uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+ void uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* value, ExceptionCode&);
+ void uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+ void uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* value, ExceptionCode&);
+ void uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+
+ void useProgram(WebGLProgram*, ExceptionCode&);
+ void validateProgram(WebGLProgram*, ExceptionCode&);
+
+ void vertexAttrib1f(unsigned long indx, float x);
+ void vertexAttrib1fv(unsigned long indx, WebGLFloatArray* values);
+ void vertexAttrib1fv(unsigned long indx, float* values, int size);
+ void vertexAttrib2f(unsigned long indx, float x, float y);
+ void vertexAttrib2fv(unsigned long indx, WebGLFloatArray* values);
+ void vertexAttrib2fv(unsigned long indx, float* values, int size);
+ void vertexAttrib3f(unsigned long indx, float x, float y, float z);
+ void vertexAttrib3fv(unsigned long indx, WebGLFloatArray* values);
+ void vertexAttrib3fv(unsigned long indx, float* values, int size);
+ void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
+ void vertexAttrib4fv(unsigned long indx, WebGLFloatArray* values);
+ void vertexAttrib4fv(unsigned long indx, float* values, int size);
+ void vertexAttribPointer(unsigned long indx, long size, unsigned long type, bool normalized,
+ unsigned long stride, unsigned long offset, ExceptionCode&);
+
+ void viewport(long x, long y, unsigned long width, unsigned long height);
+
+ GraphicsContext3D* graphicsContext3D() const { return m_context.get(); }
+
+ void reshape(int width, int height);
+
+ // Helpers for notification about paint events.
+ void beginPaint();
+ void endPaint();
+
+ void removeObject(CanvasObject*);
+
+ private:
+ friend class CanvasObject;
+
+ WebGLRenderingContext(HTMLCanvasElement*, PassOwnPtr<GraphicsContext3D>);
+
+ void addObject(CanvasObject*);
+ void detachAndRemoveAllObjects();
+
+ void markContextChanged();
+ void cleanupAfterGraphicsCall(bool changed)
+ {
+ if (changed)
+ markContextChanged();
+ }
+
+ bool validateIndexArray(unsigned long count, unsigned long type, long offset, long& numElements);
+ bool validateRenderingState(long numElements);
+
+ OwnPtr<GraphicsContext3D> m_context;
+ bool m_needsUpdate;
+ bool m_markedCanvasDirty;
+ // FIXME: I think this is broken -- it does not increment any
+ // reference counts, so may refer to destroyed objects.
+ HashSet<RefPtr<CanvasObject> > m_canvasObjects;
+
+ // List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and stored values for ELEMENT_ARRAY_BUFFER
+ RefPtr<WebGLBuffer> m_boundArrayBuffer;
+ RefPtr<WebGLBuffer> m_boundElementArrayBuffer;
+
+ // Cached values for vertex attrib range checks
+ class VertexAttribState {
+ public:
+ VertexAttribState() : enabled(false), numElements(0) { }
+ bool enabled;
+ long numElements;
+ };
+
+ Vector<VertexAttribState> m_vertexAttribState;
+ unsigned m_maxVertexAttribs;
+
+ RefPtr<WebGLProgram> m_currentProgram;
+ RefPtr<WebGLFramebuffer> m_framebufferBinding;
+ RefPtr<WebGLRenderbuffer> m_renderbufferBinding;
+ class TextureUnitState {
+ public:
+ RefPtr<WebGLTexture> m_texture2DBinding;
+ RefPtr<WebGLTexture> m_textureCubeMapBinding;
+ };
+ TextureUnitState m_textureUnits[32];
+ unsigned long m_activeTextureUnit;
+
+ // Helpers for getParameter and others
+ WebGLGetInfo getBooleanParameter(unsigned long pname);
+ WebGLGetInfo getFloatParameter(unsigned long pname);
+ WebGLGetInfo getIntParameter(unsigned long pname);
+ WebGLGetInfo getLongParameter(unsigned long pname);
+ WebGLGetInfo getUnsignedLongParameter(unsigned long pname);
+ WebGLGetInfo getWebGLFloatArrayParameter(unsigned long pname);
+ WebGLGetInfo getWebGLIntArrayParameter(unsigned long pname);
+ WebGLGetInfo getWebGLUnsignedByteArrayParameter(unsigned long pname);
+
+ friend class WebGLStateRestorer;
+ };
+
+} // namespace WebCore
+
+#endif