webgl-tools

diff sanegl.js @ 0:4fe036e28796

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 15 Jun 2011 20:04:49 +0300
parents
children 9eb4c37ce415
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/sanegl.js	Wed Jun 15 20:04:49 2011 +0300
     1.3 @@ -0,0 +1,416 @@
     1.4 +/*
     1.5 +SaneGL - a small library to bring back sanity to WebGL
     1.6 +Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
     1.7 +
     1.8 +This program is free software: you can redistribute it and/or modify
     1.9 +it under the terms of the GNU General Public License as published by
    1.10 +the Free Software Foundation, either version 3 of the License, or
    1.11 +(at your option) any later version.
    1.12 +
    1.13 +This program is distributed in the hope that it will be useful,
    1.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    1.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    1.16 +GNU General Public License for more details.
    1.17 +
    1.18 +You should have received a copy of the GNU General Public License
    1.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    1.20 +*/
    1.21 +const GL_MODELVIEW = 0;
    1.22 +const GL_PROJECTION = 1;
    1.23 +const GL_TEXTURE = 2;
    1.24 +
    1.25 +const GL_POINTS = 1;
    1.26 +const GL_LINES = 2;
    1.27 +const GL_TRIANGLES = 3;
    1.28 +const GL_QUADS = 4;
    1.29 +
    1.30 +var gl_ident_val = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
    1.31 +var gl_mmode = GL_MODELVIEW;
    1.32 +var gl_mat = new Array(
    1.33 +		[new Float32Array(gl_ident_val)],
    1.34 +		[new Float32Array(gl_ident_val)],
    1.35 +		[new Float32Array(gl_ident_val)]);
    1.36 +
    1.37 +/* XXX change after debugging */
    1.38 +const GL_MAX_VERTS = 32;
    1.39 +
    1.40 +var gl_prim = 0;
    1.41 +var gl_vbuf = null, gl_nbuf = null, gl_cbuf = null, gl_tbuf = null;
    1.42 +var gl_vertex, gl_normal, gl_color, gl_texcoord;
    1.43 +var gl_nverts, gl_vert_calls;
    1.44 +var gl_curr_normal = new Float32Array(3);
    1.45 +var gl_curr_color = new Float32Array(4);
    1.46 +var gl_curr_texcoord = new Float32Array(2);
    1.47 +var gl_vloc, gl_nloc, gl_cloc, gl_tloc;
    1.48 +var gl_use_normal, gl_use_color, gl_use_texcoord;
    1.49 +
    1.50 +function glMatrixMode(mode)
    1.51 +{
    1.52 +	gl_mmode = mode;
    1.53 +}
    1.54 +
    1.55 +function glPushMatrix()
    1.56 +{
    1.57 +	var mtop = gl_mat[gl_mmode].length - 1;
    1.58 +
    1.59 +	gl_mat[gl_mmode].push(new Float32Array(16));
    1.60 +	m4_copy(gl_mat[gl_mmode][mtop + 1], gl_mat[gl_mmode][mtop]);
    1.61 +}
    1.62 +
    1.63 +function glPopMatrix()
    1.64 +{
    1.65 +	if(gl_mat[gl_mmode].length <= 1) {
    1.66 +		alert('glPopMatrix underflow');
    1.67 +	}
    1.68 +	gl_mat[gl_mmode].pop();
    1.69 +}
    1.70 +
    1.71 +function glLoadIdentity()
    1.72 +{
    1.73 +	var mtop = gl_mat[gl_mmode].length - 1;
    1.74 +	m4_identity(gl_mat[gl_mmode][mtop]);
    1.75 +}
    1.76 +
    1.77 +function glLoadMatrixf(mat)
    1.78 +{
    1.79 +	var mtop = gl_mat[gl_mmode].length - 1;
    1.80 +	m4_copy(gl_mat[gl_mmode][mtop], mat);
    1.81 +}
    1.82 +
    1.83 +function glMultMatrixf(mat)
    1.84 +{
    1.85 +	var mtop = gl_mat[gl_mmode].length - 1;
    1.86 +	m4_mul(gl_mat[gl_mmode][mtop], gl_mat[gl_mmode][mtop], mat);
    1.87 +}
    1.88 +
    1.89 +function glTranslatef(x, y, z)
    1.90 +{
    1.91 +	var xform = new Float32Array(16);
    1.92 +	m4_translation(xform, x, y, z);
    1.93 +	glMultMatrixf(xform);
    1.94 +}
    1.95 +
    1.96 +function glRotatef(angle, x, y, z)
    1.97 +{
    1.98 +	var angle_rads = Math.PI * angle / 180.0;
    1.99 +	var xform = new Float32Array(16);
   1.100 +	m4_rotation(xform, angle_rads, x, y, z);
   1.101 +	glMultMatrixf(xform);
   1.102 +}
   1.103 +
   1.104 +function glScalef(x, y, z)
   1.105 +{
   1.106 +	var xform = new Float32Array(16);
   1.107 +	m4_scale(xform, x, y, z);
   1.108 +	glMultMatrixf(xform);
   1.109 +}
   1.110 +
   1.111 +function glOrtho(left, right, bottom, top, near, far)
   1.112 +{
   1.113 +	var dx = right - left;
   1.114 +	var dy = top - bottom;
   1.115 +	var dz = far - near;
   1.116 +
   1.117 +	var tx = -(right + left) / dx;
   1.118 +	var ty = -(top + bottom) / dy;
   1.119 +	var tz = -(far + near) / dz;
   1.120 +
   1.121 +	var sx = 2.0 / dx;
   1.122 +	var sy = 2.0 / dy;
   1.123 +	var sz = -2.0 / dz;
   1.124 +
   1.125 +	var xform = new Float32Array(16);
   1.126 +	xform[0] = sx;
   1.127 +	xform[5] = sy;
   1.128 +	xform[10] = sz;
   1.129 +	xform[12] = tx;
   1.130 +	xform[13] = ty;
   1.131 +	xform[14] = tz;
   1.132 +	xform[15] = 1.0;
   1.133 +	xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[8] = xform[9] = 0.0;
   1.134 +
   1.135 +	glMultMatrixf(xform);
   1.136 +}
   1.137 +
   1.138 +function glFrustum(left, right, bottom, top, near, far)
   1.139 +{
   1.140 +	var dx = right - left;
   1.141 +	var dy = top - bottom;
   1.142 +	var dz = far - near;
   1.143 +
   1.144 +	var a = (right + left) / dx;
   1.145 +	var b = (top + bottom) / dy;
   1.146 +	var c = -(far + near) / dz;
   1.147 +	var d = -2.0 * far * near / dz;
   1.148 +
   1.149 +	var xform = new Float32Array(16);
   1.150 +	xform[0] = 2.0 * near / dx;
   1.151 +	xform[5] = 2.0 * near / dy;
   1.152 +	xform[8] = a;
   1.153 +	xform[9] = b;
   1.154 +	xform[10] = c;
   1.155 +	xform[11] = -1.0;
   1.156 +	xform[14] = d;
   1.157 +	xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[12] = xform[13] = xform[15] = 0.0;
   1.158 +
   1.159 +	glMultMatrixf(xform);
   1.160 +}
   1.161 +
   1.162 +function gl_apply_xform(prog)
   1.163 +{
   1.164 +	var mvtop = gl_mat[GL_MODELVIEW].length - 1;
   1.165 +	var ptop = gl_mat[GL_PROJECTION].length - 1;
   1.166 +	var ttop = gl_mat[GL_TEXTURE].length - 1;
   1.167 +
   1.168 +	var loc = gl.getUniformLocation(prog, "mvmat");
   1.169 +	if(loc != -1) {
   1.170 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_MODELVIEW][mvtop]);
   1.171 +	}
   1.172 +
   1.173 +	loc = gl.getUniformLocation(prog, "projmat");
   1.174 +	if(loc != -1) {
   1.175 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_PROJECTION][ptop]);
   1.176 +	}
   1.177 +
   1.178 +	loc = gl.getUniformLocation(prog, "texmat");
   1.179 +	if(loc != -1) {
   1.180 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_TEXTURE][ttop]);
   1.181 +	}
   1.182 +}
   1.183 +
   1.184 +function glBegin(prim)
   1.185 +{
   1.186 +	gl_vertex = new Float32Array(GL_MAX_VERTS * 4);
   1.187 +	gl_normal = new Float32Array(GL_MAX_VERTS * 3);
   1.188 +	gl_color = new Float32Array(GL_MAX_VERTS * 4);
   1.189 +	gl_texcoord = new Float32Array(GL_MAX_VERTS * 4);
   1.190 +
   1.191 +	if(gl_vbuf == null) {
   1.192 +		gl_vbuf = gl.createBuffer();
   1.193 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
   1.194 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   1.195 +		logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   1.196 +
   1.197 +		gl_nbuf = gl.createBuffer();
   1.198 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
   1.199 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   1.200 +		logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   1.201 +
   1.202 +		gl_cbuf = gl.createBuffer();
   1.203 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
   1.204 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   1.205 +		logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   1.206 +
   1.207 +		gl_tbuf = gl.createBuffer();
   1.208 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
   1.209 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   1.210 +		logmsg("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   1.211 +	}
   1.212 +
   1.213 +	gl_prim = prim;
   1.214 +	gl_nverts = gl_vert_calls = 0;
   1.215 +
   1.216 +	gl_prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.217 +	if(gl_prog != null) {
   1.218 +		gl_apply_xform(gl_prog);
   1.219 +
   1.220 +		gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex");
   1.221 +		gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal");
   1.222 +		gl_cloc = gl.getAttribLocation(gl_prog, "attr_color");
   1.223 +		gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord");
   1.224 +	} else {
   1.225 +		logmsg("no program currently bound\n");
   1.226 +		gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1;
   1.227 +	}
   1.228 +
   1.229 +	if(gl_vloc == -1) {
   1.230 +		logmsg("attr_vertex not found in currently bound program: " + prog + "\n");
   1.231 +	}
   1.232 +
   1.233 +	gl_use_normal = gl_nloc != -1;
   1.234 +	gl_use_color = gl_cloc != -1;
   1.235 +	gl_use_texcoord = gl_tloc != -1;
   1.236 +}
   1.237 +
   1.238 +function glEnd()
   1.239 +{
   1.240 +	if(gl_nverts > 0) {
   1.241 +		gl_draw_immediate();
   1.242 +	}
   1.243 +}
   1.244 +
   1.245 +function gl_draw_immediate()
   1.246 +{
   1.247 +	var gles_prim;
   1.248 +
   1.249 +	if(gl_vloc == -1) {
   1.250 +		return;
   1.251 +	}
   1.252 +
   1.253 +	switch(gl_prim) {
   1.254 +	case GL_POINTS:
   1.255 +		gles_prim = gl.POINTS;
   1.256 +		break;
   1.257 +	case GL_LINES:
   1.258 +		gles_prim = gl.LINES;
   1.259 +		break;
   1.260 +	case GL_TRIANGLES:
   1.261 +	case GL_QUADS:
   1.262 +		gles_prim = gl.TRIANGLES;
   1.263 +		break;
   1.264 +	default:
   1.265 +	}
   1.266 +
   1.267 +	gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
   1.268 +	gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex);
   1.269 +	gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0);
   1.270 +	gl.enableVertexAttribArray(gl_vloc);
   1.271 +
   1.272 +	if(gl_use_normal) {
   1.273 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
   1.274 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal);
   1.275 +		gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0);
   1.276 +		gl.enableVertexAttribArray(gl_nloc);
   1.277 +	}
   1.278 +
   1.279 +	if(gl_use_color) {
   1.280 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
   1.281 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color);
   1.282 +		gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0);
   1.283 +		gl.enableVertexAttribArray(gl_cloc);
   1.284 +	}
   1.285 +
   1.286 +	if(gl_use_texcoord) {
   1.287 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
   1.288 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord);
   1.289 +		gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0);
   1.290 +		gl.enableVertexAttribArray(gl_tloc);
   1.291 +	}
   1.292 +
   1.293 +	gl.drawArrays(gles_prim, 0, gl_nverts);
   1.294 +
   1.295 +	gl.disableVertexAttribArray(gl_vloc);
   1.296 +	if(gl_use_normal) {
   1.297 +		gl.disableVertexAttribArray(gl_nloc);
   1.298 +	}
   1.299 +	if(gl_use_color) {
   1.300 +		gl.disableVertexAttribArray(gl_cloc);
   1.301 +	}
   1.302 +	if(gl_use_texcoord) {
   1.303 +		gl.disableVertexAttribArray(gl_tloc);
   1.304 +	}
   1.305 +}
   1.306 +
   1.307 +
   1.308 +function glVertex2f(x, y)
   1.309 +{
   1.310 +	glVertex3f(x, y, 0.0);
   1.311 +}
   1.312 +
   1.313 +function glVertex3f(x, y, z)
   1.314 +{
   1.315 +	var i = 0;
   1.316 +	var vidx = gl_nverts * 4;
   1.317 +	var nidx = gl_nverts * 3;
   1.318 +
   1.319 +	if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) {
   1.320 +		var v = vidx - 12;
   1.321 +		var n = nidx - 9;
   1.322 +
   1.323 +		for(i=0; i<4; i++) {
   1.324 +			if(gl_use_color) {
   1.325 +				gl_color[vidx] = gl_color[v];
   1.326 +			}
   1.327 +			if(gl_use_texcoord) {
   1.328 +				gl_texcoord[vidx] = gl_texcoord[v];
   1.329 +			}
   1.330 +			gl_vertex[vidx++] = gl_vertex[v++];
   1.331 +
   1.332 +			if(gl_use_normal && i < 3) {
   1.333 +				gl_normal[nidx++] = gl_normal[n++];
   1.334 +			}
   1.335 +		}
   1.336 +		v += 4;
   1.337 +		n += 3;
   1.338 +		for(i=0; i<4; i++) {
   1.339 +			if(gl_use_color) {
   1.340 +				gl_color[vidx] = gl_color[v];
   1.341 +			}
   1.342 +			if(gl_use_texcoord) {
   1.343 +				gl_texcoord[vidx] = gl_texcoord[v];
   1.344 +			}
   1.345 +			gl_vertex[vidx++] = gl_vertex[v++];
   1.346 +
   1.347 +			if(gl_use_normal && i < 3) {
   1.348 +				gl_normal[nidx++] = gl_normal[n++];
   1.349 +			}
   1.350 +		}
   1.351 +
   1.352 +		gl_nverts += 2;
   1.353 +	}
   1.354 +
   1.355 +	gl_vertex[vidx] = x;
   1.356 +	gl_vertex[vidx + 1] = y;
   1.357 +	gl_vertex[vidx + 2] = z;
   1.358 +	gl_vertex[vidx + 3] = 1.0;
   1.359 +
   1.360 +	if(gl_use_color) {
   1.361 +		gl_color[vidx] = gl_curr_color[0];
   1.362 +		gl_color[vidx + 1] = gl_curr_color[1];
   1.363 +		gl_color[vidx + 2] = gl_curr_color[2];
   1.364 +		gl_color[vidx + 3] = gl_curr_color[3];
   1.365 +	}
   1.366 +
   1.367 +	if(gl_use_normal) {
   1.368 +		gl_normal[nidx] = gl_curr_normal[0];
   1.369 +		gl_normal[nidx + 1] = gl_curr_normal[1];
   1.370 +		gl_normal[nidx + 2] = gl_curr_normal[2];
   1.371 +	}
   1.372 +
   1.373 +	if(gl_use_texcoord) {
   1.374 +		gl_texcoord[vidx] = gl_curr_texcoord[0];
   1.375 +		gl_texcoord[vidx + 1] = gl_curr_texcoord[1];
   1.376 +		gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0;
   1.377 +	}
   1.378 +
   1.379 +	gl_vert_calls++;
   1.380 +	if(++gl_nverts >= GL_MAX_VERTS) {
   1.381 +		gl_draw_immediate();
   1.382 +		glBegin(gl_prim);	/* reset everything */
   1.383 +	}
   1.384 +}
   1.385 +
   1.386 +function glNormal3f(x, y, z)
   1.387 +{
   1.388 +	gl_curr_normal[0] = x;
   1.389 +	gl_curr_normal[1] = y;
   1.390 +	gl_curr_normal[3] = z;
   1.391 +}
   1.392 +
   1.393 +function glColor3f(r, g, b)
   1.394 +{
   1.395 +	gl_curr_color[0] = r;
   1.396 +	gl_curr_color[1] = g;
   1.397 +	gl_curr_color[2] = b;
   1.398 +	gl_curr_color[3] = 1.0;
   1.399 +}
   1.400 +
   1.401 +function glColor4f(r, g, b, a)
   1.402 +{
   1.403 +	gl_curr_color[0] = r;
   1.404 +	gl_curr_color[1] = g;
   1.405 +	gl_curr_color[2] = b;
   1.406 +	gl_curr_color[3] = a;
   1.407 +}
   1.408 +
   1.409 +function glTexCoord1f(s)
   1.410 +{
   1.411 +	gl_curr_texcoord[0] = s;
   1.412 +	gl_curr_texcoord[1] = 0.0;
   1.413 +}
   1.414 +
   1.415 +function glTexCoord2f(s, t)
   1.416 +{
   1.417 +	gl_curr_texcoord[0] = s;
   1.418 +	gl_curr_texcoord[1] = t;
   1.419 +}