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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 /* XXX change after debugging */
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35 const GL_MAX_VERTS = 32;
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36
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37 var gl_prim = 0;
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38 var gl_vbuf = null, gl_nbuf = null, gl_cbuf = null, gl_tbuf = null;
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39 var gl_vertex, gl_normal, gl_color, gl_texcoord;
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40 var gl_nverts, gl_vert_calls;
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41 var gl_curr_normal = new Float32Array(3);
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42 var gl_curr_color = new Float32Array(4);
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43 var gl_curr_texcoord = new Float32Array(2);
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44 var gl_vloc, gl_nloc, gl_cloc, gl_tloc;
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45 var gl_use_normal, gl_use_color, gl_use_texcoord;
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46
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47 function glMatrixMode(mode)
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48 {
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49 gl_mmode = mode;
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50 }
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51
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52 function glPushMatrix()
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53 {
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54 var mtop = gl_mat[gl_mmode].length - 1;
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55
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56 gl_mat[gl_mmode].push(new Float32Array(16));
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57 m4_copy(gl_mat[gl_mmode][mtop + 1], gl_mat[gl_mmode][mtop]);
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58 }
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59
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60 function glPopMatrix()
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61 {
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62 if(gl_mat[gl_mmode].length <= 1) {
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63 alert('glPopMatrix underflow');
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64 }
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65 gl_mat[gl_mmode].pop();
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66 }
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67
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68 function glLoadIdentity()
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69 {
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70 var mtop = gl_mat[gl_mmode].length - 1;
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71 m4_identity(gl_mat[gl_mmode][mtop]);
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72 }
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73
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74 function glLoadMatrixf(mat)
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75 {
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76 var mtop = gl_mat[gl_mmode].length - 1;
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77 m4_copy(gl_mat[gl_mmode][mtop], mat);
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78 }
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79
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80 function glMultMatrixf(mat)
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81 {
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82 var mtop = gl_mat[gl_mmode].length - 1;
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83 m4_mul(gl_mat[gl_mmode][mtop], gl_mat[gl_mmode][mtop], mat);
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84 }
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85
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86 function glTranslatef(x, y, z)
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87 {
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88 var xform = new Float32Array(16);
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89 m4_translation(xform, x, y, z);
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90 glMultMatrixf(xform);
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91 }
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92
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93 function glRotatef(angle, x, y, z)
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94 {
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95 var angle_rads = Math.PI * angle / 180.0;
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96 var xform = new Float32Array(16);
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97 m4_rotation(xform, angle_rads, x, y, z);
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98 glMultMatrixf(xform);
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99 }
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100
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101 function glScalef(x, y, z)
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102 {
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103 var xform = new Float32Array(16);
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104 m4_scale(xform, x, y, z);
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105 glMultMatrixf(xform);
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106 }
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107
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108 function glOrtho(left, right, bottom, top, near, far)
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109 {
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110 var dx = right - left;
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111 var dy = top - bottom;
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112 var dz = far - near;
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113
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114 var tx = -(right + left) / dx;
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115 var ty = -(top + bottom) / dy;
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116 var tz = -(far + near) / dz;
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117
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118 var sx = 2.0 / dx;
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119 var sy = 2.0 / dy;
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120 var sz = -2.0 / dz;
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121
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122 var xform = new Float32Array(16);
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123 xform[0] = sx;
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124 xform[5] = sy;
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125 xform[10] = sz;
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126 xform[12] = tx;
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127 xform[13] = ty;
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128 xform[14] = tz;
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129 xform[15] = 1.0;
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130 xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[8] = xform[9] = 0.0;
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131
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132 glMultMatrixf(xform);
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133 }
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134
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135 function glFrustum(left, right, bottom, top, near, far)
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136 {
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137 var dx = right - left;
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138 var dy = top - bottom;
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139 var dz = far - near;
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140
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141 var a = (right + left) / dx;
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142 var b = (top + bottom) / dy;
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143 var c = -(far + near) / dz;
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144 var d = -2.0 * far * near / dz;
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145
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146 var xform = new Float32Array(16);
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147 xform[0] = 2.0 * near / dx;
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148 xform[5] = 2.0 * near / dy;
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149 xform[8] = a;
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150 xform[9] = b;
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151 xform[10] = c;
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152 xform[11] = -1.0;
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153 xform[14] = d;
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154 xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[12] = xform[13] = xform[15] = 0.0;
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155
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156 glMultMatrixf(xform);
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157 }
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158
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159 function gl_apply_xform(prog)
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160 {
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161 var mvtop = gl_mat[GL_MODELVIEW].length - 1;
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162 var ptop = gl_mat[GL_PROJECTION].length - 1;
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163 var ttop = gl_mat[GL_TEXTURE].length - 1;
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164
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165 var loc = gl.getUniformLocation(prog, "mvmat");
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166 if(loc != -1) {
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167 gl.uniformMatrix4fv(loc, false, gl_mat[GL_MODELVIEW][mvtop]);
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168 }
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169
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170 loc = gl.getUniformLocation(prog, "projmat");
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171 if(loc != -1) {
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172 gl.uniformMatrix4fv(loc, false, gl_mat[GL_PROJECTION][ptop]);
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173 }
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174
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175 loc = gl.getUniformLocation(prog, "texmat");
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176 if(loc != -1) {
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177 gl.uniformMatrix4fv(loc, false, gl_mat[GL_TEXTURE][ttop]);
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178 }
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179
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180 loc = gl.getUniformLocation(prog, "normmat");
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181 if(loc != -1) {
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182 var normmat = new Float32Array(16);
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183 m4_copy(normmat, gl_mat[GL_MODELVIEW][mvtop]);
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184 normmat[3] = normmat[7] = normmat[11] = normmat[12] = normmat[13] = normmat[14] = 0.0;
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185 normmat[15] = 1.0;
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186 gl.uniformMatrix4fv(loc, false, normmat);
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187 }
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188 }
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189
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190 function glBegin(prim)
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191 {
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192 gl_vertex = new Float32Array(GL_MAX_VERTS * 4);
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193 gl_normal = new Float32Array(GL_MAX_VERTS * 3);
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194 gl_color = new Float32Array(GL_MAX_VERTS * 4);
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195 gl_texcoord = new Float32Array(GL_MAX_VERTS * 4);
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196
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197 if(gl_vbuf == null) {
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198 gl_vbuf = gl.createBuffer();
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199 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
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200 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
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201 logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
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202
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203 gl_nbuf = gl.createBuffer();
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204 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
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205 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
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206 logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
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207
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208 gl_cbuf = gl.createBuffer();
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209 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
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210 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
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211 logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
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212
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213 gl_tbuf = gl.createBuffer();
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214 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
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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("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
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217 }
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218
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219 gl_prim = prim;
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220 gl_nverts = gl_vert_calls = 0;
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221
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222 gl_prog = gl.getParameter(gl.CURRENT_PROGRAM);
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223 if(gl_prog != null) {
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224 gl_apply_xform(gl_prog);
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225
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226 gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex");
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227 gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal");
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228 gl_cloc = gl.getAttribLocation(gl_prog, "attr_color");
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229 gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord");
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230 } else {
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231 logmsg("no program currently bound\n");
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232 gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1;
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233 }
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234
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235 if(gl_vloc == -1) {
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236 logmsg("attr_vertex not found in currently bound program: " + prog + "\n");
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237 }
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238
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239 gl_use_normal = gl_nloc != -1;
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240 gl_use_color = gl_cloc != -1;
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241 gl_use_texcoord = gl_tloc != -1;
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242 }
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243
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244 function glEnd()
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245 {
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246 if(gl_nverts > 0) {
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247 gl_draw_immediate();
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248 }
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249 }
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250
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251 function gl_draw_immediate()
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252 {
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253 var gles_prim;
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254
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255 if(gl_vloc == -1) {
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256 return;
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257 }
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258
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259 switch(gl_prim) {
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260 case GL_POINTS:
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261 gles_prim = gl.POINTS;
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262 break;
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263 case GL_LINES:
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264 gles_prim = gl.LINES;
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265 break;
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266 case GL_TRIANGLES:
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267 case GL_QUADS:
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268 gles_prim = gl.TRIANGLES;
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269 break;
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270 default:
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271 }
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272
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273 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
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274 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex);
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275 gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0);
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276 gl.enableVertexAttribArray(gl_vloc);
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277
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278 if(gl_use_normal) {
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279 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
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280 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal);
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281 gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0);
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282 gl.enableVertexAttribArray(gl_nloc);
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283 }
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284
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285 if(gl_use_color) {
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286 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
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287 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color);
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288 gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0);
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289 gl.enableVertexAttribArray(gl_cloc);
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290 }
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291
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292 if(gl_use_texcoord) {
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293 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
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294 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord);
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295 gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0);
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296 gl.enableVertexAttribArray(gl_tloc);
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297 }
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298
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299 gl.drawArrays(gles_prim, 0, gl_nverts);
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300
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301 gl.disableVertexAttribArray(gl_vloc);
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302 if(gl_use_normal) {
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303 gl.disableVertexAttribArray(gl_nloc);
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304 }
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305 if(gl_use_color) {
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306 gl.disableVertexAttribArray(gl_cloc);
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307 }
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308 if(gl_use_texcoord) {
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309 gl.disableVertexAttribArray(gl_tloc);
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310 }
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311 }
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312
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313
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314 function glVertex2f(x, y)
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315 {
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316 glVertex3f(x, y, 0.0);
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317 }
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318
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319 function glVertex3f(x, y, z)
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320 {
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321 var i = 0;
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322 var vidx = gl_nverts * 4;
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323 var nidx = gl_nverts * 3;
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324
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325 if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) {
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326 var v = vidx - 12;
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327 var n = nidx - 9;
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328
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329 for(i=0; i<4; i++) {
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330 if(gl_use_color) {
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331 gl_color[vidx] = gl_color[v];
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332 }
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333 if(gl_use_texcoord) {
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334 gl_texcoord[vidx] = gl_texcoord[v];
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335 }
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336 gl_vertex[vidx++] = gl_vertex[v++];
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337
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338 if(gl_use_normal && i < 3) {
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339 gl_normal[nidx++] = gl_normal[n++];
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340 }
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341 }
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342 v += 4;
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343 n += 3;
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344 for(i=0; i<4; i++) {
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345 if(gl_use_color) {
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346 gl_color[vidx] = gl_color[v];
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347 }
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348 if(gl_use_texcoord) {
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349 gl_texcoord[vidx] = gl_texcoord[v];
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350 }
|
nuclear@0
|
351 gl_vertex[vidx++] = gl_vertex[v++];
|
nuclear@0
|
352
|
nuclear@0
|
353 if(gl_use_normal && i < 3) {
|
nuclear@0
|
354 gl_normal[nidx++] = gl_normal[n++];
|
nuclear@0
|
355 }
|
nuclear@0
|
356 }
|
nuclear@0
|
357
|
nuclear@0
|
358 gl_nverts += 2;
|
nuclear@0
|
359 }
|
nuclear@0
|
360
|
nuclear@0
|
361 gl_vertex[vidx] = x;
|
nuclear@0
|
362 gl_vertex[vidx + 1] = y;
|
nuclear@0
|
363 gl_vertex[vidx + 2] = z;
|
nuclear@0
|
364 gl_vertex[vidx + 3] = 1.0;
|
nuclear@0
|
365
|
nuclear@0
|
366 if(gl_use_color) {
|
nuclear@0
|
367 gl_color[vidx] = gl_curr_color[0];
|
nuclear@0
|
368 gl_color[vidx + 1] = gl_curr_color[1];
|
nuclear@0
|
369 gl_color[vidx + 2] = gl_curr_color[2];
|
nuclear@0
|
370 gl_color[vidx + 3] = gl_curr_color[3];
|
nuclear@0
|
371 }
|
nuclear@0
|
372
|
nuclear@0
|
373 if(gl_use_normal) {
|
nuclear@0
|
374 gl_normal[nidx] = gl_curr_normal[0];
|
nuclear@0
|
375 gl_normal[nidx + 1] = gl_curr_normal[1];
|
nuclear@0
|
376 gl_normal[nidx + 2] = gl_curr_normal[2];
|
nuclear@0
|
377 }
|
nuclear@0
|
378
|
nuclear@0
|
379 if(gl_use_texcoord) {
|
nuclear@0
|
380 gl_texcoord[vidx] = gl_curr_texcoord[0];
|
nuclear@0
|
381 gl_texcoord[vidx + 1] = gl_curr_texcoord[1];
|
nuclear@0
|
382 gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0;
|
nuclear@0
|
383 }
|
nuclear@0
|
384
|
nuclear@0
|
385 gl_vert_calls++;
|
nuclear@0
|
386 if(++gl_nverts >= GL_MAX_VERTS) {
|
nuclear@0
|
387 gl_draw_immediate();
|
nuclear@0
|
388 glBegin(gl_prim); /* reset everything */
|
nuclear@0
|
389 }
|
nuclear@0
|
390 }
|
nuclear@0
|
391
|
nuclear@0
|
392 function glNormal3f(x, y, z)
|
nuclear@0
|
393 {
|
nuclear@0
|
394 gl_curr_normal[0] = x;
|
nuclear@0
|
395 gl_curr_normal[1] = y;
|
nuclear@0
|
396 gl_curr_normal[3] = z;
|
nuclear@0
|
397 }
|
nuclear@0
|
398
|
nuclear@0
|
399 function glColor3f(r, g, b)
|
nuclear@0
|
400 {
|
nuclear@0
|
401 gl_curr_color[0] = r;
|
nuclear@0
|
402 gl_curr_color[1] = g;
|
nuclear@0
|
403 gl_curr_color[2] = b;
|
nuclear@0
|
404 gl_curr_color[3] = 1.0;
|
nuclear@0
|
405 }
|
nuclear@0
|
406
|
nuclear@0
|
407 function glColor4f(r, g, b, a)
|
nuclear@0
|
408 {
|
nuclear@0
|
409 gl_curr_color[0] = r;
|
nuclear@0
|
410 gl_curr_color[1] = g;
|
nuclear@0
|
411 gl_curr_color[2] = b;
|
nuclear@0
|
412 gl_curr_color[3] = a;
|
nuclear@0
|
413 }
|
nuclear@0
|
414
|
nuclear@0
|
415 function glTexCoord1f(s)
|
nuclear@0
|
416 {
|
nuclear@0
|
417 gl_curr_texcoord[0] = s;
|
nuclear@0
|
418 gl_curr_texcoord[1] = 0.0;
|
nuclear@0
|
419 }
|
nuclear@0
|
420
|
nuclear@0
|
421 function glTexCoord2f(s, t)
|
nuclear@0
|
422 {
|
nuclear@0
|
423 gl_curr_texcoord[0] = s;
|
nuclear@0
|
424 gl_curr_texcoord[1] = t;
|
nuclear@0
|
425 }
|