/**************************************************************************/ /* library_godot_webgl2.js */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ const GodotWebGL2 = { $GodotWebGL2__deps: ['$GL', '$GodotRuntime'], $GodotWebGL2: {}, // This is implemented as "glGetBufferSubData" in new emscripten versions. // Since we have to support older (pre 2.0.17) emscripten versions, we add this wrapper function instead. godot_webgl2_glGetBufferSubData__proxy: 'sync', godot_webgl2_glGetBufferSubData__sig: 'vippp', godot_webgl2_glGetBufferSubData__deps: ['$GL', 'emscripten_webgl_get_current_context'], godot_webgl2_glGetBufferSubData: function (target, offset, size, data) { const gl_context_handle = _emscripten_webgl_get_current_context(); // eslint-disable-line no-undef const gl = GL.getContext(gl_context_handle); if (gl) { gl.GLctx['getBufferSubData'](target, offset, HEAPU8, data, size); } }, godot_webgl2_glFramebufferTextureMultiviewOVR__deps: ['emscripten_webgl_get_current_context'], godot_webgl2_glFramebufferTextureMultiviewOVR__proxy: 'sync', godot_webgl2_glFramebufferTextureMultiviewOVR__sig: 'viiiiii', godot_webgl2_glFramebufferTextureMultiviewOVR: function (target, attachment, texture, level, base_view_index, num_views) { const context = GL.currentContext; if (typeof context.multiviewExt === 'undefined') { const /** OVR_multiview2 */ ext = context.GLctx.getExtension('OVR_multiview2'); if (!ext) { GodotRuntime.error('Trying to call glFramebufferTextureMultiviewOVR() without the OVR_multiview2 extension'); return; } context.multiviewExt = ext; } const /** OVR_multiview2 */ ext = context.multiviewExt; ext.framebufferTextureMultiviewOVR(target, attachment, GL.textures[texture], level, base_view_index, num_views); }, }; autoAddDeps(GodotWebGL2, '$GodotWebGL2'); mergeInto(LibraryManager.library, GodotWebGL2);