webgl-tools

view sanegl.js @ 2:9eb4c37ce415

- added set_uniform functions in glass.js - added normal matrix uniform in sanegl.js
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 16 Jun 2011 07:13:20 +0300
parents 4fe036e28796
children 56ae66e32998
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, false, gl_mat[GL_MODELVIEW][mvtop]);
168 }
170 loc = gl.getUniformLocation(prog, "projmat");
171 if(loc != -1) {
172 gl.uniformMatrix4fv(loc, false, gl_mat[GL_PROJECTION][ptop]);
173 }
175 loc = gl.getUniformLocation(prog, "texmat");
176 if(loc != -1) {
177 gl.uniformMatrix4fv(loc, false, gl_mat[GL_TEXTURE][ttop]);
178 }
180 loc = gl.getUniformLocation(prog, "normmat");
181 if(loc != -1) {
182 var normmat = new Float32Array(16);
183 m4_copy(normmat, gl_mat[GL_MODELVIEW][mvtop]);
184 normmat[3] = normmat[7] = normmat[11] = normmat[12] = normmat[13] = normmat[14] = 0.0;
185 normmat[15] = 1.0;
186 gl.uniformMatrix4fv(loc, false, normmat);
187 }
188 }
190 function glBegin(prim)
191 {
192 gl_vertex = new Float32Array(GL_MAX_VERTS * 4);
193 gl_normal = new Float32Array(GL_MAX_VERTS * 3);
194 gl_color = new Float32Array(GL_MAX_VERTS * 4);
195 gl_texcoord = new Float32Array(GL_MAX_VERTS * 4);
197 if(gl_vbuf == null) {
198 gl_vbuf = gl.createBuffer();
199 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
200 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
201 logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
203 gl_nbuf = gl.createBuffer();
204 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
205 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
206 logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
208 gl_cbuf = gl.createBuffer();
209 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
210 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
211 logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
213 gl_tbuf = gl.createBuffer();
214 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
215 gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
216 logmsg("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
217 }
219 gl_prim = prim;
220 gl_nverts = gl_vert_calls = 0;
222 gl_prog = gl.getParameter(gl.CURRENT_PROGRAM);
223 if(gl_prog != null) {
224 gl_apply_xform(gl_prog);
226 gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex");
227 gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal");
228 gl_cloc = gl.getAttribLocation(gl_prog, "attr_color");
229 gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord");
230 } else {
231 logmsg("no program currently bound\n");
232 gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1;
233 }
235 if(gl_vloc == -1) {
236 logmsg("attr_vertex not found in currently bound program: " + prog + "\n");
237 }
239 gl_use_normal = gl_nloc != -1;
240 gl_use_color = gl_cloc != -1;
241 gl_use_texcoord = gl_tloc != -1;
242 }
244 function glEnd()
245 {
246 if(gl_nverts > 0) {
247 gl_draw_immediate();
248 }
249 }
251 function gl_draw_immediate()
252 {
253 var gles_prim;
255 if(gl_vloc == -1) {
256 return;
257 }
259 switch(gl_prim) {
260 case GL_POINTS:
261 gles_prim = gl.POINTS;
262 break;
263 case GL_LINES:
264 gles_prim = gl.LINES;
265 break;
266 case GL_TRIANGLES:
267 case GL_QUADS:
268 gles_prim = gl.TRIANGLES;
269 break;
270 default:
271 }
273 gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
274 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex);
275 gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0);
276 gl.enableVertexAttribArray(gl_vloc);
278 if(gl_use_normal) {
279 gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
280 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal);
281 gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0);
282 gl.enableVertexAttribArray(gl_nloc);
283 }
285 if(gl_use_color) {
286 gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
287 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color);
288 gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0);
289 gl.enableVertexAttribArray(gl_cloc);
290 }
292 if(gl_use_texcoord) {
293 gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
294 gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord);
295 gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0);
296 gl.enableVertexAttribArray(gl_tloc);
297 }
299 gl.drawArrays(gles_prim, 0, gl_nverts);
301 gl.disableVertexAttribArray(gl_vloc);
302 if(gl_use_normal) {
303 gl.disableVertexAttribArray(gl_nloc);
304 }
305 if(gl_use_color) {
306 gl.disableVertexAttribArray(gl_cloc);
307 }
308 if(gl_use_texcoord) {
309 gl.disableVertexAttribArray(gl_tloc);
310 }
311 }
314 function glVertex2f(x, y)
315 {
316 glVertex3f(x, y, 0.0);
317 }
319 function glVertex3f(x, y, z)
320 {
321 var i = 0;
322 var vidx = gl_nverts * 4;
323 var nidx = gl_nverts * 3;
325 if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) {
326 var v = vidx - 12;
327 var n = nidx - 9;
329 for(i=0; i<4; i++) {
330 if(gl_use_color) {
331 gl_color[vidx] = gl_color[v];
332 }
333 if(gl_use_texcoord) {
334 gl_texcoord[vidx] = gl_texcoord[v];
335 }
336 gl_vertex[vidx++] = gl_vertex[v++];
338 if(gl_use_normal && i < 3) {
339 gl_normal[nidx++] = gl_normal[n++];
340 }
341 }
342 v += 4;
343 n += 3;
344 for(i=0; i<4; i++) {
345 if(gl_use_color) {
346 gl_color[vidx] = gl_color[v];
347 }
348 if(gl_use_texcoord) {
349 gl_texcoord[vidx] = gl_texcoord[v];
350 }
351 gl_vertex[vidx++] = gl_vertex[v++];
353 if(gl_use_normal && i < 3) {
354 gl_normal[nidx++] = gl_normal[n++];
355 }
356 }
358 gl_nverts += 2;
359 }
361 gl_vertex[vidx] = x;
362 gl_vertex[vidx + 1] = y;
363 gl_vertex[vidx + 2] = z;
364 gl_vertex[vidx + 3] = 1.0;
366 if(gl_use_color) {
367 gl_color[vidx] = gl_curr_color[0];
368 gl_color[vidx + 1] = gl_curr_color[1];
369 gl_color[vidx + 2] = gl_curr_color[2];
370 gl_color[vidx + 3] = gl_curr_color[3];
371 }
373 if(gl_use_normal) {
374 gl_normal[nidx] = gl_curr_normal[0];
375 gl_normal[nidx + 1] = gl_curr_normal[1];
376 gl_normal[nidx + 2] = gl_curr_normal[2];
377 }
379 if(gl_use_texcoord) {
380 gl_texcoord[vidx] = gl_curr_texcoord[0];
381 gl_texcoord[vidx + 1] = gl_curr_texcoord[1];
382 gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0;
383 }
385 gl_vert_calls++;
386 if(++gl_nverts >= GL_MAX_VERTS) {
387 gl_draw_immediate();
388 glBegin(gl_prim); /* reset everything */
389 }
390 }
392 function glNormal3f(x, y, z)
393 {
394 gl_curr_normal[0] = x;
395 gl_curr_normal[1] = y;
396 gl_curr_normal[3] = z;
397 }
399 function glColor3f(r, g, b)
400 {
401 gl_curr_color[0] = r;
402 gl_curr_color[1] = g;
403 gl_curr_color[2] = b;
404 gl_curr_color[3] = 1.0;
405 }
407 function glColor4f(r, g, b, a)
408 {
409 gl_curr_color[0] = r;
410 gl_curr_color[1] = g;
411 gl_curr_color[2] = b;
412 gl_curr_color[3] = a;
413 }
415 function glTexCoord1f(s)
416 {
417 gl_curr_texcoord[0] = s;
418 gl_curr_texcoord[1] = 0.0;
419 }
421 function glTexCoord2f(s, t)
422 {
423 gl_curr_texcoord[0] = s;
424 gl_curr_texcoord[1] = t;
425 }