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42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
/*
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* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024-2025, Luke Wilde <luke@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/WebGL/Types.h>
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#include <LibWeb/WebGL/WebGLObject.h>
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namespace Web::WebGL {
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class WebGLProgram final : public WebGLObject {
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WEB_PLATFORM_OBJECT(WebGLProgram, WebGLObject);
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GC_DECLARE_ALLOCATOR(WebGLProgram);
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public:
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static GC::Ref<WebGLProgram> create(JS::Realm& realm, WebGLRenderingContextBase&, GLuint handle);
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virtual ~WebGLProgram();
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GC::Ptr<WebGLShader> attached_vertex_shader() const { return m_attached_vertex_shader; }
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void set_attached_vertex_shader(GC::Ptr<WebGLShader> shader) { m_attached_vertex_shader = shader; }
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GC::Ptr<WebGLShader> attached_fragment_shader() const { return m_attached_fragment_shader; }
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void set_attached_fragment_shader(GC::Ptr<WebGLShader> shader) { m_attached_fragment_shader = shader; }
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protected:
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explicit WebGLProgram(JS::Realm&, WebGLRenderingContextBase&, GLuint handle);
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virtual void initialize(JS::Realm&) override;
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virtual void visit_edges(JS::Cell::Visitor&) override;
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private:
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GC::Ptr<WebGLShader> m_attached_vertex_shader;
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GC::Ptr<WebGLShader> m_attached_fragment_shader;
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};
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}
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