WebGLVertexArrayObjectOES.cpp [plain text]
#include "config.h"
#if ENABLE(WEBGL)
#include "WebGLVertexArrayObjectOES.h"
#include "Extensions3D.h"
#include "WebGLRenderingContext.h"
namespace WebCore {
PassRefPtr<WebGLVertexArrayObjectOES> WebGLVertexArrayObjectOES::create(WebGLRenderingContext* ctx, VaoType type)
{
return adoptRef(new WebGLVertexArrayObjectOES(ctx, type));
}
WebGLVertexArrayObjectOES::WebGLVertexArrayObjectOES(WebGLRenderingContext* ctx, VaoType type)
: WebGLContextObject(ctx)
, m_type(type)
, m_hasEverBeenBound(false)
, m_boundElementArrayBuffer(0)
{
m_vertexAttribState.resize(ctx->getMaxVertexAttribs());
Extensions3D* extensions = context()->graphicsContext3D()->getExtensions();
switch (m_type) {
case VaoTypeDefault:
break;
default:
setObject(extensions->createVertexArrayOES());
break;
}
}
WebGLVertexArrayObjectOES::~WebGLVertexArrayObjectOES()
{
deleteObject(0);
}
void WebGLVertexArrayObjectOES::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject object)
{
Extensions3D* extensions = context3d->getExtensions();
switch (m_type) {
case VaoTypeDefault:
break;
default:
extensions->deleteVertexArrayOES(object);
break;
}
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(context3d);
for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
VertexAttribState& state = m_vertexAttribState[i];
if (state.bufferBinding)
state.bufferBinding->onDetached(context3d);
}
}
void WebGLVertexArrayObjectOES::setElementArrayBuffer(PassRefPtr<WebGLBuffer> buffer)
{
if (buffer)
buffer->onAttached();
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
m_boundElementArrayBuffer = buffer;
}
void WebGLVertexArrayObjectOES::setVertexAttribState(
GC3Duint index, GC3Dsizei bytesPerElement, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset, PassRefPtr<WebGLBuffer> buffer)
{
GC3Dsizei validatedStride = stride ? stride : bytesPerElement;
VertexAttribState& state = m_vertexAttribState[index];
if (buffer)
buffer->onAttached();
if (state.bufferBinding)
state.bufferBinding->onDetached(context()->graphicsContext3D());
state.bufferBinding = buffer;
state.bytesPerElement = bytesPerElement;
state.size = size;
state.type = type;
state.normalized = normalized;
state.stride = validatedStride;
state.originalStride = stride;
state.offset = offset;
}
void WebGLVertexArrayObjectOES::unbindBuffer(PassRefPtr<WebGLBuffer> buffer)
{
if (m_boundElementArrayBuffer == buffer) {
m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
m_boundElementArrayBuffer = 0;
}
for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
VertexAttribState& state = m_vertexAttribState[i];
if (state.bufferBinding == buffer) {
buffer->onDetached(context()->graphicsContext3D());
if (!i && !context()->isGLES2Compliant()) {
state.bufferBinding = context()->m_vertexAttrib0Buffer;
state.bufferBinding->onAttached();
state.bytesPerElement = 0;
state.size = 4;
state.type = GraphicsContext3D::FLOAT;
state.normalized = false;
state.stride = 16;
state.originalStride = 0;
state.offset = 0;
} else
state.bufferBinding = 0;
}
}
}
void WebGLVertexArrayObjectOES::setVertexAttribDivisor(GC3Duint index, GC3Duint divisor)
{
VertexAttribState& state = m_vertexAttribState[index];
state.divisor = divisor;
}
}
#endif // ENABLE(WEBGL)