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jsdom, examples: add more WebGL APIs; add interactive 3D cube example running on VJS (#12562)
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@ -576,6 +576,8 @@ pub fn on_device_orientation(cb fn (win JS.Window, ev JS.DeviceOrientationEvent)
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return clos
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}
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pub type AnimationFrameCallback = fn (JS.Number)
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pub interface JS.Window {
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JS.EventTarget
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closed JS.Boolean
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@ -610,6 +612,7 @@ pub interface JS.Window {
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scroll(x JS.Number, y JS.Number)
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scrollBy(x JS.Number, y JS.Number)
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scrollTo(x JS.Number, y JS.Number)
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requestAnimationFrame(callback AnimationFrameCallback)
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mut:
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name string
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opener JS.Any
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@ -735,8 +738,109 @@ pub interface JS.WebGLRenderingContext {
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bufferData(target JS.Number, data JS.TypedArray, usage JS.Number)
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shaderSource(shader JS.WebGLShader, source JS.String)
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getShaderParameter(shader JS.WebGLShader, pname JS.Number) JS.Any
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vertexAttribPointer(index JS.Number, size JS.Number, typ JS.Number, normalized JS.Boolean, stride JS.Number, offset JS.Number)
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getAttribLocation(program JS.WebGLProgram, name JS.String) JS.Number
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useProgram(program JS.WebGLProgram)
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getUniformLocation(program JS.WebGLProgram, name JS.String) ?JS.WebGLUniformLocation
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uniformMatrix2fv(location JS.WebGLUniformLocation, transpose JS.Boolean, value JS.Array)
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uniformMatrix3fv(location JS.WebGLUniformLocation, transpose JS.Boolean, value JS.Array)
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uniformMatrix4fv(location JS.WebGLUniformLocation, transpose JS.Boolean, value JS.Array)
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getProgramInfoLog(program JS.WebGLProgram) JS.String
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getShaderInfoLog(shader JS.WebGLShader) JS.String
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viewport(x JS.Number, y JS.Number, width JS.Number, height JS.Number)
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}
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pub interface JS.WebGL2RenderingContext {
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JS.WebGLRenderingContext
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}
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pub fn gl_vertex_shader() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.VERTEX_SHADER;
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return num
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}
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pub fn gl_fragment_shader() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.FRAGMENT_SHADER;
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return num
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}
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pub fn gl_element_array_buffer() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.ELEMENT_ARRAY_BUFFER;
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return num
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}
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pub fn gl_array_buffer() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.ARRAY_BUFFER;
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return num
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}
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pub fn gl_color_buffer_bit() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.COLOR_BUFFER_BIT;
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return num
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}
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pub fn gl_depth_buffer_bit() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.COLOR_BUFFER_BIT;
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return num
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}
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pub fn gl_triangles() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.TRIANGLES;
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return num
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}
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pub fn gl_unsigned_short() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.UNSIGNED_SHORT;
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return num
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}
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pub fn gl_static_draw() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.STATIC_DRAW;
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return num
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}
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pub fn gl_link_status() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.LINK_STATUS;
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return num
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}
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pub fn gl_compile_status() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.COMPILE_STATUS;
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return num
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}
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pub fn gl_float() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.FLOAT;
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return num
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}
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pub fn gl_depth_test() JS.Number {
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mut num := JS.Number{}
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#num = WebGLRenderingContext.DEPTH_TEST;
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return num
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}
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