1 /* 2 * Copyright (c) 2021-2023 Huawei Device Co., Ltd. 3 * Licensed under the Apache License, Version 2.0 (the "License"); 4 * you may not use this file except in compliance with the License. 5 * You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software 10 * distributed under the License is distributed on an "AS IS" BASIS, 11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 * See the License for the specific language governing permissions and 13 * limitations under the License. 14 */ 15 16 #ifndef WEBGL_PROGRAM_H 17 #define WEBGL_PROGRAM_H 18 19 #include "napi/n_exporter.h" 20 #include "webgl_object.h" 21 22 namespace OHOS { 23 namespace Rosen { 24 25 class WebGLProgram final : public NExporter, public WebGLObject { 26 public: 27 inline static const std::string className = "WebGLProgram"; 28 inline static const int objectType = WEBGL_OBJECT_PROGRAM; 29 inline static const int DEFAULT_PROGRAM_ID = 0; 30 31 bool Export(napi_env env, napi_value exports) override; 32 std::string GetClassName() override; 33 static napi_value Constructor(napi_env env, napi_callback_info info); CreateObjectInstance(napi_env env,WebGLProgram ** instance)34 static NVal CreateObjectInstance(napi_env env, WebGLProgram** instance) 35 { 36 return WebGLObject::CreateObjectInstance<WebGLProgram>(env, instance); 37 } 38 GetObjectInstance(napi_env env,napi_value obj)39 static WebGLProgram* GetObjectInstance(napi_env env, napi_value obj) 40 { 41 return WebGLObject::GetObjectInstance<WebGLProgram>(env, obj); 42 } 43 SetProgramId(uint32_t programId)44 void SetProgramId(uint32_t programId) 45 { 46 programId_ = programId; 47 } 48 GetProgramId()49 uint32_t GetProgramId() const 50 { 51 return programId_; 52 } 53 WebGLProgram()54 explicit WebGLProgram() : programId_(0) {}; 55 WebGLProgram(napi_env env, napi_value exports); 56 ~WebGLProgram(); 57 bool AttachShader(uint32_t index, uint32_t shaderId); 58 bool DetachShader(uint32_t index, uint32_t shaderId); 59 private: 60 GLuint attachedShader_[2] = { 0 }; // 2 is default attachShader type : Vertex shader and Fragment shader. 61 uint32_t programId_; 62 }; 63 } // namespace Rosen 64 } // namespace OHOS 65 #endif // WEBGL_PROGRAM_H 66