webgl-tools

annotate sanegl.js @ 6:3c42ff114e49

Changed a single sentence in the README file
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 18 Jun 2011 07:21:48 +0300
parents 9eb4c37ce415
children b215a8d38818
rev   line source
nuclear@0 1 /*
nuclear@0 2 SaneGL - a small library to bring back sanity to WebGL
nuclear@0 3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
nuclear@0 4
nuclear@0 5 This program is free software: you can redistribute it and/or modify
nuclear@0 6 it under the terms of the GNU General Public License as published by
nuclear@0 7 the Free Software Foundation, either version 3 of the License, or
nuclear@0 8 (at your option) any later version.
nuclear@0 9
nuclear@0 10 This program is distributed in the hope that it will be useful,
nuclear@0 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@0 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@0 13 GNU General Public License for more details.
nuclear@0 14
nuclear@0 15 You should have received a copy of the GNU General Public License
nuclear@0 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@0 17 */
nuclear@0 18 const GL_MODELVIEW = 0;
nuclear@0 19 const GL_PROJECTION = 1;
nuclear@0 20 const GL_TEXTURE = 2;
nuclear@0 21
nuclear@0 22 const GL_POINTS = 1;
nuclear@0 23 const GL_LINES = 2;
nuclear@0 24 const GL_TRIANGLES = 3;
nuclear@0 25 const GL_QUADS = 4;
nuclear@0 26
nuclear@0 27 var gl_ident_val = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
nuclear@0 28 var gl_mmode = GL_MODELVIEW;
nuclear@0 29 var gl_mat = new Array(
nuclear@0 30 [new Float32Array(gl_ident_val)],
nuclear@0 31 [new Float32Array(gl_ident_val)],
nuclear@0 32 [new Float32Array(gl_ident_val)]);
nuclear@0 33
nuclear@3 34 const GL_MAX_VERTS = 512;
nuclear@0 35
nuclear@0 36 var gl_prim = 0;
nuclear@0 37 var gl_vbuf = null, gl_nbuf = null, gl_cbuf = null, gl_tbuf = null;
nuclear@0 38 var gl_vertex, gl_normal, gl_color, gl_texcoord;
nuclear@0 39 var gl_nverts, gl_vert_calls;
nuclear@0 40 var gl_curr_normal = new Float32Array(3);
nuclear@0 41 var gl_curr_color = new Float32Array(4);
nuclear@0 42 var gl_curr_texcoord = new Float32Array(2);
nuclear@0 43 var gl_vloc, gl_nloc, gl_cloc, gl_tloc;
nuclear@0 44 var gl_use_normal, gl_use_color, gl_use_texcoord;
nuclear@0 45
nuclear@0 46 function glMatrixMode(mode)
nuclear@0 47 {
nuclear@0 48 gl_mmode = mode;
nuclear@0 49 }
nuclear@0 50
nuclear@0 51 function glPushMatrix()
nuclear@0 52 {
nuclear@0 53 var mtop = gl_mat[gl_mmode].length - 1;
nuclear@0 54
nuclear@0 55 gl_mat[gl_mmode].push(new Float32Array(16));
nuclear@0 56 m4_copy(gl_mat[gl_mmode][mtop + 1], gl_mat[gl_mmode][mtop]);
nuclear@0 57 }
nuclear@0 58
nuclear@0 59 function glPopMatrix()
nuclear@0 60 {
nuclear@0 61 if(gl_mat[gl_mmode].length <= 1) {
nuclear@0 62 alert('glPopMatrix underflow');
nuclear@0 63 }
nuclear@0 64 gl_mat[gl_mmode].pop();
nuclear@0 65 }
nuclear@0 66
nuclear@0 67 function glLoadIdentity()
nuclear@0 68 {
nuclear@0 69 var mtop = gl_mat[gl_mmode].length - 1;
nuclear@0 70 m4_identity(gl_mat[gl_mmode][mtop]);
nuclear@0 71 }
nuclear@0 72
nuclear@0 73 function glLoadMatrixf(mat)
nuclear@0 74 {
nuclear@0 75 var mtop = gl_mat[gl_mmode].length - 1;
nuclear@0 76 m4_copy(gl_mat[gl_mmode][mtop], mat);
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 function glMultMatrixf(mat)
nuclear@0 80 {
nuclear@0 81 var mtop = gl_mat[gl_mmode].length - 1;
nuclear@0 82 m4_mul(gl_mat[gl_mmode][mtop], gl_mat[gl_mmode][mtop], mat);
nuclear@0 83 }
nuclear@0 84
nuclear@0 85 function glTranslatef(x, y, z)
nuclear@0 86 {
nuclear@0 87 var xform = new Float32Array(16);
nuclear@0 88 m4_translation(xform, x, y, z);
nuclear@0 89 glMultMatrixf(xform);
nuclear@0 90 }
nuclear@0 91
nuclear@0 92 function glRotatef(angle, x, y, z)
nuclear@0 93 {
nuclear@0 94 var angle_rads = Math.PI * angle / 180.0;
nuclear@0 95 var xform = new Float32Array(16);
nuclear@0 96 m4_rotation(xform, angle_rads, x, y, z);
nuclear@0 97 glMultMatrixf(xform);
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 function glScalef(x, y, z)
nuclear@0 101 {
nuclear@0 102 var xform = new Float32Array(16);
nuclear@0 103 m4_scale(xform, x, y, z);
nuclear@0 104 glMultMatrixf(xform);
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 function glOrtho(left, right, bottom, top, near, far)
nuclear@0 108 {
nuclear@0 109 var dx = right - left;
nuclear@0 110 var dy = top - bottom;
nuclear@0 111 var dz = far - near;
nuclear@0 112
nuclear@0 113 var tx = -(right + left) / dx;
nuclear@0 114 var ty = -(top + bottom) / dy;
nuclear@0 115 var tz = -(far + near) / dz;
nuclear@0 116
nuclear@0 117 var sx = 2.0 / dx;
nuclear@0 118 var sy = 2.0 / dy;
nuclear@0 119 var sz = -2.0 / dz;
nuclear@0 120
nuclear@0 121 var xform = new Float32Array(16);
nuclear@0 122 xform[0] = sx;
nuclear@0 123 xform[5] = sy;
nuclear@0 124 xform[10] = sz;
nuclear@0 125 xform[12] = tx;
nuclear@0 126 xform[13] = ty;
nuclear@0 127 xform[14] = tz;
nuclear@0 128 xform[15] = 1.0;
nuclear@0 129 xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[8] = xform[9] = 0.0;
nuclear@0 130
nuclear@0 131 glMultMatrixf(xform);
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 function glFrustum(left, right, bottom, top, near, far)
nuclear@0 135 {
nuclear@0 136 var dx = right - left;
nuclear@0 137 var dy = top - bottom;
nuclear@0 138 var dz = far - near;
nuclear@0 139
nuclear@0 140 var a = (right + left) / dx;
nuclear@0 141 var b = (top + bottom) / dy;
nuclear@0 142 var c = -(far + near) / dz;
nuclear@0 143 var d = -2.0 * far * near / dz;
nuclear@0 144
nuclear@0 145 var xform = new Float32Array(16);
nuclear@0 146 xform[0] = 2.0 * near / dx;
nuclear@0 147 xform[5] = 2.0 * near / dy;
nuclear@0 148 xform[8] = a;
nuclear@0 149 xform[9] = b;
nuclear@0 150 xform[10] = c;
nuclear@0 151 xform[11] = -1.0;
nuclear@0 152 xform[14] = d;
nuclear@0 153 xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[12] = xform[13] = xform[15] = 0.0;
nuclear@0 154
nuclear@0 155 glMultMatrixf(xform);
nuclear@0 156 }
nuclear@0 157
nuclear@3 158 function gluPerspective(vfov, aspect, near, far)
nuclear@3 159 {
nuclear@3 160 var x = near * Math.tan(vfov / 2.0);
nuclear@3 161 glFrustum(-aspect * x, aspect * x, -x, x, near, far);
nuclear@3 162 }
nuclear@3 163
nuclear@0 164 function gl_apply_xform(prog)
nuclear@0 165 {
nuclear@0 166 var mvtop = gl_mat[GL_MODELVIEW].length - 1;
nuclear@0 167 var ptop = gl_mat[GL_PROJECTION].length - 1;
nuclear@0 168 var ttop = gl_mat[GL_TEXTURE].length - 1;
nuclear@0 169
nuclear@0 170 var loc = gl.getUniformLocation(prog, "mvmat");
nuclear@0 171 if(loc != -1) {
nuclear@2 172 gl.uniformMatrix4fv(loc, false, gl_mat[GL_MODELVIEW][mvtop]);
nuclear@0 173 }
nuclear@0 174
nuclear@0 175 loc = gl.getUniformLocation(prog, "projmat");
nuclear@0 176 if(loc != -1) {
nuclear@2 177 gl.uniformMatrix4fv(loc, false, gl_mat[GL_PROJECTION][ptop]);
nuclear@0 178 }
nuclear@0 179
nuclear@0 180 loc = gl.getUniformLocation(prog, "texmat");
nuclear@0 181 if(loc != -1) {
nuclear@2 182 gl.uniformMatrix4fv(loc, false, gl_mat[GL_TEXTURE][ttop]);
nuclear@2 183 }
nuclear@2 184
nuclear@2 185 loc = gl.getUniformLocation(prog, "normmat");
nuclear@2 186 if(loc != -1) {
nuclear@2 187 var normmat = new Float32Array(16);
nuclear@2 188 m4_copy(normmat, gl_mat[GL_MODELVIEW][mvtop]);
nuclear@2 189 normmat[3] = normmat[7] = normmat[11] = normmat[12] = normmat[13] = normmat[14] = 0.0;
nuclear@2 190 normmat[15] = 1.0;
nuclear@2 191 gl.uniformMatrix4fv(loc, false, normmat);
nuclear@0 192 }
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 function glBegin(prim)
nuclear@0 196 {
nuclear@0 197 gl_vertex = new Float32Array(GL_MAX_VERTS * 4);
nuclear@0 198 gl_normal = new Float32Array(GL_MAX_VERTS * 3);
nuclear@0 199 gl_color = new Float32Array(GL_MAX_VERTS * 4);
nuclear@0 200 gl_texcoord = new Float32Array(GL_MAX_VERTS * 4);
nuclear@0 201
nuclear@0 202 if(gl_vbuf == null) {
nuclear@0 203 gl_vbuf = gl.createBuffer();
nuclear@0 204 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
nuclear@0 205 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
nuclear@0 206 logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
nuclear@0 207
nuclear@0 208 gl_nbuf = gl.createBuffer();
nuclear@0 209 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
nuclear@0 210 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
nuclear@0 211 logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
nuclear@0 212
nuclear@0 213 gl_cbuf = gl.createBuffer();
nuclear@0 214 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
nuclear@0 215 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
nuclear@0 216 logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
nuclear@0 217
nuclear@0 218 gl_tbuf = gl.createBuffer();
nuclear@0 219 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
nuclear@0 220 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
nuclear@0 221 logmsg("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
nuclear@0 222 }
nuclear@0 223
nuclear@0 224 gl_prim = prim;
nuclear@0 225 gl_nverts = gl_vert_calls = 0;
nuclear@0 226
nuclear@0 227 gl_prog = gl.getParameter(gl.CURRENT_PROGRAM);
nuclear@0 228 if(gl_prog != null) {
nuclear@0 229 gl_apply_xform(gl_prog);
nuclear@0 230
nuclear@0 231 gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex");
nuclear@0 232 gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal");
nuclear@0 233 gl_cloc = gl.getAttribLocation(gl_prog, "attr_color");
nuclear@0 234 gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord");
nuclear@0 235 } else {
nuclear@0 236 logmsg("no program currently bound\n");
nuclear@0 237 gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1;
nuclear@0 238 }
nuclear@0 239
nuclear@0 240 if(gl_vloc == -1) {
nuclear@0 241 logmsg("attr_vertex not found in currently bound program: " + prog + "\n");
nuclear@0 242 }
nuclear@0 243
nuclear@0 244 gl_use_normal = gl_nloc != -1;
nuclear@0 245 gl_use_color = gl_cloc != -1;
nuclear@0 246 gl_use_texcoord = gl_tloc != -1;
nuclear@0 247 }
nuclear@0 248
nuclear@0 249 function glEnd()
nuclear@0 250 {
nuclear@0 251 if(gl_nverts > 0) {
nuclear@0 252 gl_draw_immediate();
nuclear@0 253 }
nuclear@0 254 }
nuclear@0 255
nuclear@0 256 function gl_draw_immediate()
nuclear@0 257 {
nuclear@0 258 var gles_prim;
nuclear@0 259
nuclear@0 260 if(gl_vloc == -1) {
nuclear@0 261 return;
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 switch(gl_prim) {
nuclear@0 265 case GL_POINTS:
nuclear@0 266 gles_prim = gl.POINTS;
nuclear@0 267 break;
nuclear@0 268 case GL_LINES:
nuclear@0 269 gles_prim = gl.LINES;
nuclear@0 270 break;
nuclear@0 271 case GL_TRIANGLES:
nuclear@0 272 case GL_QUADS:
nuclear@0 273 gles_prim = gl.TRIANGLES;
nuclear@0 274 break;
nuclear@0 275 default:
nuclear@0 276 }
nuclear@0 277
nuclear@0 278 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
nuclear@0 279 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex);
nuclear@0 280 gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0);
nuclear@0 281 gl.enableVertexAttribArray(gl_vloc);
nuclear@0 282
nuclear@0 283 if(gl_use_normal) {
nuclear@0 284 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
nuclear@0 285 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal);
nuclear@0 286 gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0);
nuclear@0 287 gl.enableVertexAttribArray(gl_nloc);
nuclear@0 288 }
nuclear@0 289
nuclear@0 290 if(gl_use_color) {
nuclear@0 291 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
nuclear@0 292 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color);
nuclear@0 293 gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0);
nuclear@0 294 gl.enableVertexAttribArray(gl_cloc);
nuclear@0 295 }
nuclear@0 296
nuclear@0 297 if(gl_use_texcoord) {
nuclear@0 298 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
nuclear@0 299 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord);
nuclear@0 300 gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0);
nuclear@0 301 gl.enableVertexAttribArray(gl_tloc);
nuclear@0 302 }
nuclear@0 303
nuclear@0 304 gl.drawArrays(gles_prim, 0, gl_nverts);
nuclear@0 305
nuclear@0 306 gl.disableVertexAttribArray(gl_vloc);
nuclear@0 307 if(gl_use_normal) {
nuclear@0 308 gl.disableVertexAttribArray(gl_nloc);
nuclear@0 309 }
nuclear@0 310 if(gl_use_color) {
nuclear@0 311 gl.disableVertexAttribArray(gl_cloc);
nuclear@0 312 }
nuclear@0 313 if(gl_use_texcoord) {
nuclear@0 314 gl.disableVertexAttribArray(gl_tloc);
nuclear@0 315 }
nuclear@0 316 }
nuclear@0 317
nuclear@0 318
nuclear@0 319 function glVertex2f(x, y)
nuclear@0 320 {
nuclear@0 321 glVertex3f(x, y, 0.0);
nuclear@0 322 }
nuclear@0 323
nuclear@0 324 function glVertex3f(x, y, z)
nuclear@0 325 {
nuclear@0 326 var i = 0;
nuclear@0 327 var vidx = gl_nverts * 4;
nuclear@0 328 var nidx = gl_nverts * 3;
nuclear@0 329
nuclear@0 330 if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) {
nuclear@0 331 var v = vidx - 12;
nuclear@0 332 var n = nidx - 9;
nuclear@0 333
nuclear@0 334 for(i=0; i<4; i++) {
nuclear@0 335 if(gl_use_color) {
nuclear@0 336 gl_color[vidx] = gl_color[v];
nuclear@0 337 }
nuclear@0 338 if(gl_use_texcoord) {
nuclear@0 339 gl_texcoord[vidx] = gl_texcoord[v];
nuclear@0 340 }
nuclear@0 341 gl_vertex[vidx++] = gl_vertex[v++];
nuclear@0 342
nuclear@0 343 if(gl_use_normal && i < 3) {
nuclear@0 344 gl_normal[nidx++] = gl_normal[n++];
nuclear@0 345 }
nuclear@0 346 }
nuclear@0 347 v += 4;
nuclear@0 348 n += 3;
nuclear@0 349 for(i=0; i<4; i++) {
nuclear@0 350 if(gl_use_color) {
nuclear@0 351 gl_color[vidx] = gl_color[v];
nuclear@0 352 }
nuclear@0 353 if(gl_use_texcoord) {
nuclear@0 354 gl_texcoord[vidx] = gl_texcoord[v];
nuclear@0 355 }
nuclear@0 356 gl_vertex[vidx++] = gl_vertex[v++];
nuclear@0 357
nuclear@0 358 if(gl_use_normal && i < 3) {
nuclear@0 359 gl_normal[nidx++] = gl_normal[n++];
nuclear@0 360 }
nuclear@0 361 }
nuclear@0 362
nuclear@0 363 gl_nverts += 2;
nuclear@0 364 }
nuclear@0 365
nuclear@0 366 gl_vertex[vidx] = x;
nuclear@0 367 gl_vertex[vidx + 1] = y;
nuclear@0 368 gl_vertex[vidx + 2] = z;
nuclear@0 369 gl_vertex[vidx + 3] = 1.0;
nuclear@0 370
nuclear@0 371 if(gl_use_color) {
nuclear@0 372 gl_color[vidx] = gl_curr_color[0];
nuclear@0 373 gl_color[vidx + 1] = gl_curr_color[1];
nuclear@0 374 gl_color[vidx + 2] = gl_curr_color[2];
nuclear@0 375 gl_color[vidx + 3] = gl_curr_color[3];
nuclear@0 376 }
nuclear@0 377
nuclear@0 378 if(gl_use_normal) {
nuclear@0 379 gl_normal[nidx] = gl_curr_normal[0];
nuclear@0 380 gl_normal[nidx + 1] = gl_curr_normal[1];
nuclear@0 381 gl_normal[nidx + 2] = gl_curr_normal[2];
nuclear@0 382 }
nuclear@0 383
nuclear@0 384 if(gl_use_texcoord) {
nuclear@0 385 gl_texcoord[vidx] = gl_curr_texcoord[0];
nuclear@0 386 gl_texcoord[vidx + 1] = gl_curr_texcoord[1];
nuclear@0 387 gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0;
nuclear@0 388 }
nuclear@0 389
nuclear@0 390 gl_vert_calls++;
nuclear@3 391 gl_nverts++;
nuclear@3 392
nuclear@3 393 var buffer_full;
nuclear@3 394 if(gl_prim == GL_QUADS) {
nuclear@3 395 /* leave space for 6 more worst-case and don't allow flushes mid-quad */
nuclear@3 396 buffer_full = gl_nverts >= GL_MAX_VERTS - 6 && gl_vert_calls % 4 == 0;
nuclear@3 397 } else {
nuclear@3 398 buffer_full = gl_nverts >= GL_MAX_VERTS - gl_prim;
nuclear@3 399 }
nuclear@3 400
nuclear@3 401 if(buffer_full) {
nuclear@0 402 gl_draw_immediate();
nuclear@0 403 glBegin(gl_prim); /* reset everything */
nuclear@0 404 }
nuclear@0 405 }
nuclear@0 406
nuclear@0 407 function glNormal3f(x, y, z)
nuclear@0 408 {
nuclear@0 409 gl_curr_normal[0] = x;
nuclear@0 410 gl_curr_normal[1] = y;
nuclear@0 411 gl_curr_normal[3] = z;
nuclear@0 412 }
nuclear@0 413
nuclear@0 414 function glColor3f(r, g, b)
nuclear@0 415 {
nuclear@0 416 gl_curr_color[0] = r;
nuclear@0 417 gl_curr_color[1] = g;
nuclear@0 418 gl_curr_color[2] = b;
nuclear@0 419 gl_curr_color[3] = 1.0;
nuclear@0 420 }
nuclear@0 421
nuclear@0 422 function glColor4f(r, g, b, a)
nuclear@0 423 {
nuclear@0 424 gl_curr_color[0] = r;
nuclear@0 425 gl_curr_color[1] = g;
nuclear@0 426 gl_curr_color[2] = b;
nuclear@0 427 gl_curr_color[3] = a;
nuclear@0 428 }
nuclear@0 429
nuclear@0 430 function glTexCoord1f(s)
nuclear@0 431 {
nuclear@0 432 gl_curr_texcoord[0] = s;
nuclear@0 433 gl_curr_texcoord[1] = 0.0;
nuclear@0 434 }
nuclear@0 435
nuclear@0 436 function glTexCoord2f(s, t)
nuclear@0 437 {
nuclear@0 438 gl_curr_texcoord[0] = s;
nuclear@0 439 gl_curr_texcoord[1] = t;
nuclear@0 440 }