Fix some webgl bindings

This commit is contained in:
Alex Riedl
2025-08-09 10:47:07 -05:00
parent 786d454443
commit 277c6cac71
3 changed files with 96 additions and 9 deletions

View File

@@ -392,6 +392,9 @@ class WebGLInterface {
BindTexture: (target, texture) => {
this.ctx.bindTexture(target, texture ? this.textures[texture] : null)
},
BindRenderbuffer: (target, renderbuffer) => {
this.ctx.bindRenderbuffer(target, renderbuffer ? this.renderbuffers[renderbuffer] : null)
},
BlendColor: (red, green, blue, alpha) => {
this.ctx.blendColor(red, green, blue, alpha);
},
@@ -809,6 +812,40 @@ class WebGLInterface {
Uniform3i: (location, v0, v1, v2) => { this.ctx.uniform3i(this.uniforms[location], v0, v1, v2); },
Uniform4i: (location, v0, v1, v2, v3) => { this.ctx.uniform4i(this.uniforms[location], v0, v1, v2, v3); },
Uniform1fv: (location, count, addr) => {
let array = this.mem.loadF32Array(addr, 1*count);
this.ctx.uniform1fv(this.uniforms[location], array);
},
Uniform2fv: (location, count, addr) => {
let array = this.mem.loadF32Array(addr, 2*count);
this.ctx.uniform2fv(this.uniforms[location], array);
},
Uniform3fv: (location, count, addr) => {
let array = this.mem.loadF32Array(addr, 3*count);
this.ctx.uniform3fv(this.uniforms[location], array);
},
Uniform4fv: (location, count, addr) => {
let array = this.mem.loadF32Array(addr, 4*count);
this.ctx.uniform4fv(this.uniforms[location], array);
},
Uniform1iv: (location, count, addr) => {
let array = this.mem.loadI32Array(addr, 1*count);
this.ctx.uniform1iv(this.uniforms[location], array);
},
Uniform2iv: (location, count, addr) => {
let array = this.mem.loadI32Array(addr, 2*count);
this.ctx.uniform2iv(this.uniforms[location], array);
},
Uniform3iv: (location, count, addr) => {
let array = this.mem.loadI32Array(addr, 3*count);
this.ctx.uniform3iv(this.uniforms[location], array);
},
Uniform4iv: (location, count, addr) => {
let array = this.mem.loadI32Array(addr, 4*count);
this.ctx.uniform4iv(this.uniforms[location], array);
},
UniformMatrix2fv: (location, addr) => {
let array = this.mem.loadF32Array(addr, 2*2);
this.ctx.uniformMatrix2fv(this.uniforms[location], false, array);

View File

@@ -52,6 +52,7 @@ foreign webgl {
BindBuffer :: proc(target: Enum, buffer: Buffer) ---
BindFramebuffer :: proc(target: Enum, framebuffer: Framebuffer) ---
BindTexture :: proc(target: Enum, texture: Texture) ---
BindRenderbuffer :: proc(target: Enum, renderbuffer: Renderbuffer) ---
BlendColor :: proc(red, green, blue, alpha: f32) ---
BlendEquation :: proc(mode: Enum) ---
BlendEquationSeparate :: proc(modeRGB: Enum, modeAlpha: Enum) ---
@@ -172,14 +173,63 @@ foreign webgl {
Viewport :: proc(x, y, w, h: i32) ---
}
Uniform1fv :: proc "contextless" (location: i32, v: f32) { Uniform1f(location, v) }
Uniform2fv :: proc "contextless" (location: i32, v: glm.vec2) { Uniform2f(location, v.x, v.y) }
Uniform3fv :: proc "contextless" (location: i32, v: glm.vec3) { Uniform3f(location, v.x, v.y, v.z) }
Uniform4fv :: proc "contextless" (location: i32, v: glm.vec4) { Uniform4f(location, v.x, v.y, v.z, v.w) }
Uniform1iv :: proc "contextless" (location: i32, v: i32) { Uniform1i(location, v) }
Uniform2iv :: proc "contextless" (location: i32, v: glm.ivec2) { Uniform2i(location, v.x, v.y) }
Uniform3iv :: proc "contextless" (location: i32, v: glm.ivec3) { Uniform3i(location, v.x, v.y, v.z) }
Uniform4iv :: proc "contextless" (location: i32, v: glm.ivec4) { Uniform4i(location, v.x, v.y, v.z, v.w) }
Uniform1fv :: proc "contextless" (location: i32, v: []f32) {
foreign webgl {
@(link_name="Uniform1fv")
_Uniform1fv :: proc "contextless" (location: i32, count: int, value: [^]f32) ---
}
_Uniform1fv(location, len(v), &v[0])
}
Uniform2fv :: proc "contextless" (location: i32, v: []glm.vec2) {
foreign webgl {
@(link_name="Uniform2fv")
_Uniform2fv :: proc "contextless" (location: i32, count: int, value: [^]f32) ---
}
_Uniform2fv(location, len(v), &v[0].x)
}
Uniform3fv :: proc "contextless" (location: i32, v: []glm.vec3) {
foreign webgl {
@(link_name="Uniform3fv")
_Uniform3fv :: proc "contextless" (location: i32, count: int, value: [^]f32) ---
}
_Uniform3fv(location, len(v), &v[0].x)
}
Uniform4fv :: proc "contextless" (location: i32, v: []glm.vec4) {
foreign webgl {
@(link_name="Uniform4fv")
_Uniform4fv :: proc "contextless" (location: i32, count: int, value: [^]f32) ---
}
_Uniform4fv(location, len(v), &v[0].x)
}
Uniform1iv :: proc "contextless" (location: i32, v: []i32) {
foreign webgl {
@(link_name="Uniform1iv")
_Uniform1iv :: proc "contextless" (location: i32, count: int, value: [^]i32) ---
}
_Uniform1iv(location, len(v), &v[0])
}
Uniform2iv :: proc "contextless" (location: i32, v: []glm.ivec2) {
foreign webgl {
@(link_name="Uniform2iv")
_Uniform2iv :: proc "contextless" (location: i32, count: int, value: [^]i32) ---
}
_Uniform2iv(location, len(v), &v[0].x)
}
Uniform3iv :: proc "contextless" (location: i32, v: []glm.ivec3) {
foreign webgl {
@(link_name="Uniform3iv")
_Uniform3iv :: proc "contextless" (location: i32, count: int, value: [^]i32) ---
}
_Uniform3iv(location, len(v), &v[0].x)
}
Uniform4iv :: proc "contextless" (location: i32, v: []glm.ivec4) {
foreign webgl {
@(link_name="Uniform4iv")
_Uniform4iv :: proc "contextless" (location: i32, count: int, value: [^]i32) ---
}
_Uniform4iv(location, len(v), &v[0].x)
}
VertexAttrib1fv :: proc "contextless" (index: i32, v: f32) { VertexAttrib1f(index, v) }
VertexAttrib2fv :: proc "contextless" (index: i32, v: glm.vec2){ VertexAttrib2f(index, v.x, v.y) }

View File

@@ -36,7 +36,7 @@ foreign webgl2 {
/* Texture objects */
TexStorage3D :: proc(target: Enum, levels: i32, internalformat: Enum, width, height, depth: i32) ---
TexImage3D :: proc(target: Enum, level: i32, internalformat: Enum, width, height, depth: i32, border: i32, format, type: Enum, size: int, data: rawptr) ---
TexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset, width, height, depth: i32, format, type: Enum, size: int, data: rawptr) ---
TexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset, zoffset, width, height, depth: i32, format, type: Enum, size: int, data: rawptr) ---
CompressedTexImage3D :: proc(target: Enum, level: i32, internalformat: Enum, width, height, depth: i32, border: i32, imageSize: int, data: rawptr) ---
CompressedTexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset: i32, width, height, depth: i32, format: Enum, imageSize: int, data: rawptr) ---
CopyTexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset, zoffset: i32, x, y, width, height: i32) ---