WebGLVertexArrayObjectBase.h [plain text]
#pragma once
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#include "WebGLBuffer.h"
#include "WebGLContextObject.h"
namespace WebCore {
class WebGLVertexArrayObjectBase : public WebGLContextObject {
public:
enum class Type { Default, User };
struct VertexAttribState {
bool isBound() const { return bufferBinding && bufferBinding->object(); }
bool validateBinding() const { return !enabled || isBound(); }
bool enabled { false };
RefPtr<WebGLBuffer> bufferBinding;
GC3Dsizei bytesPerElement { 0 };
GC3Dint size { 4 };
GC3Denum type { GraphicsContext3D::FLOAT };
bool normalized { false };
GC3Dsizei stride { 16 };
GC3Dsizei originalStride { 0 };
GC3Dintptr offset { 0 };
GC3Duint divisor { 0 };
};
bool isDefaultObject() const { return m_type == Type::Default; }
bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
void setHasEverBeenBound() { m_hasEverBeenBound = true; }
WebGLBuffer* getElementArrayBuffer() const { return m_boundElementArrayBuffer.get(); }
void setElementArrayBuffer(WebGLBuffer*);
VertexAttribState& getVertexAttribState(int index) { return m_vertexAttribState[index]; }
void setVertexAttribState(GC3Duint, GC3Dsizei, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dintptr, WebGLBuffer*);
void unbindBuffer(WebGLBuffer&);
void setVertexAttribDivisor(GC3Duint index, GC3Duint divisor);
protected:
WebGLVertexArrayObjectBase(WebGLRenderingContextBase&, Type);
void deleteObjectImpl(GraphicsContext3D*, Platform3DObject) override = 0;
Type m_type;
bool m_hasEverBeenBound { false };
RefPtr<WebGLBuffer> m_boundElementArrayBuffer;
Vector<VertexAttribState> m_vertexAttribState;
};
}
#endif