webgl-tools

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