WebGLFramebuffer.cpp   [plain text]


/*
 * 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. 
 */

#include "config.h"

#if ENABLE(3D_CANVAS)

#include "WebGLFramebuffer.h"
#include "WebGLRenderingContext.h"

namespace WebCore {
    
PassRefPtr<WebGLFramebuffer> WebGLFramebuffer::create(WebGLRenderingContext* ctx)
{
    return adoptRef(new WebGLFramebuffer(ctx));
}

WebGLFramebuffer::WebGLFramebuffer(WebGLRenderingContext* ctx)
    : CanvasObject(ctx)
    , m_isDepthAttached(false)
    , m_isStencilAttached(false)
    , m_isDepthStencilAttached(false)
{
    setObject(context()->graphicsContext3D()->createFramebuffer());
}

void WebGLFramebuffer::setIsAttached(unsigned long attachment, bool isAttached)
{
    switch (attachment) {
    case GraphicsContext3D::DEPTH_ATTACHMENT:
        m_isDepthAttached = isAttached;
        break;
    case GraphicsContext3D::STENCIL_ATTACHMENT:
        m_isStencilAttached = isAttached;
        break;
    case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT:
        m_isDepthStencilAttached = isAttached;
        break;
    }
}

void WebGLFramebuffer::_deleteObject(Platform3DObject object)
{
    context()->graphicsContext3D()->deleteFramebuffer(object);
}

}

#endif // ENABLE(3D_CANVAS)