78c2a08fae
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
67 lines
3.9 KiB
JavaScript
67 lines
3.9 KiB
JavaScript
/**************************************************************************/
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/* library_godot_webgl2.js */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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const GodotWebGL2 = {
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$GodotWebGL2__deps: ['$GL', '$GodotRuntime'],
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$GodotWebGL2: {},
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// This is implemented as "glGetBufferSubData" in new emscripten versions.
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// Since we have to support older (pre 2.0.17) emscripten versions, we add this wrapper function instead.
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godot_webgl2_glGetBufferSubData__proxy: 'sync',
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godot_webgl2_glGetBufferSubData__sig: 'vippp',
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godot_webgl2_glGetBufferSubData__deps: ['$GL', 'emscripten_webgl_get_current_context'],
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godot_webgl2_glGetBufferSubData: function (target, offset, size, data) {
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const gl_context_handle = _emscripten_webgl_get_current_context(); // eslint-disable-line no-undef
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const gl = GL.getContext(gl_context_handle);
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if (gl) {
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gl.GLctx['getBufferSubData'](target, offset, HEAPU8, data, size);
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}
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},
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godot_webgl2_glFramebufferTextureMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
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godot_webgl2_glFramebufferTextureMultiviewOVR__proxy: 'sync',
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godot_webgl2_glFramebufferTextureMultiviewOVR__sig: 'viiiiii',
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godot_webgl2_glFramebufferTextureMultiviewOVR: function (target, attachment, texture, level, base_view_index, num_views) {
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const context = GL.currentContext;
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if (typeof context.multiviewExt === 'undefined') {
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const /** OVR_multiview2 */ ext = context.GLctx.getExtension('OVR_multiview2');
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if (!ext) {
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GodotRuntime.error('Trying to call glFramebufferTextureMultiviewOVR() without the OVR_multiview2 extension');
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return;
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}
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context.multiviewExt = ext;
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}
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const /** OVR_multiview2 */ ext = context.multiviewExt;
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ext.framebufferTextureMultiviewOVR(target, attachment, GL.textures[texture], level, base_view_index, num_views);
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},
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};
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autoAddDeps(GodotWebGL2, '$GodotWebGL2');
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mergeInto(LibraryManager.library, GodotWebGL2);
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