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