# HG changeset patch # User John Tsiombikas # Date 1308157489 -10800 # Node ID 4fe036e28796d42ffa3913652088e4116e01dd64 initial commit diff -r 000000000000 -r 4fe036e28796 COPYING --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/COPYING Wed Jun 15 20:04:49 2011 +0300 @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff -r 000000000000 -r 4fe036e28796 README --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/README Wed Jun 15 20:04:49 2011 +0300 @@ -0,0 +1,20 @@ +webgl-tools +----------- +A loose collection of tools for writing WebGL programs. + ++-------------+---------------------------------------------------------------+ +| vmath.js | vector math library, loosely based on libvmath[1] | +| sanegl.js | brings back sanity to webgl: immediate mode, matrix stack, etc| +| glass.js | (web)gl-assistant: event handling, resource loading, etc. | ++-------------+---------------------------------------------------------------+ +[1]: http://gfxtools.sourceforge.net + +Copyright (C) 2011 John Tsiombikas + +You may use, modify, and redistribute webgl-tools under the GNU General Public +License v3 (or any later version published by the Free Software Foundation). +For details see COPYING. + +Yes that means your whole webgl program will have to be under the GPLv3, and if +you scramble or "compress" your javascript source, you WILL HAVE TO PROVIDE A +LINK TO THE ORIGINAL VERSION OF YOUR CODE. diff -r 000000000000 -r 4fe036e28796 glass.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/glass.js Wed Jun 15 20:04:49 2011 +0300 @@ -0,0 +1,243 @@ +/* +glass - (web)gl-assistant. +Copyright (C) 2011 John Tsiombikas + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +var gl; +var canvas, console; +var glass_data_loaded, glass_data_count; +var glass_progr_prog; +var glass_start_time = 0; + +var glass_cb_disp = null; + +function glass_init(canv_id, cons_id) +{ + if(cons_id && (console = document.getElementById(cons_id))) { + console.value = ""; + } + + if(!(canvas = document.getElementById(canv_id))) { + logmsg("canvas \"" + canv_id + "\" does not exist\n"); + return false; + } + try { + gl = canvas.getContext("experimental-webgl"); + } + catch(e) { + logmsg("can't get an OpenGL context\n"); + return false; + } + + var vs = create_shader(glass_progr_vs_src, gl.VERTEX_SHADER); + var ps = create_shader(glass_progr_ps_src, gl.FRAGMENT_SHADER); + if(!vs || !ps || !(glass_progr_prog = create_program(vs, ps))) { + logmsg("internal glass error\n"); + return false; + } + + glass_data_loaded = glass_data_count = 0; + return true; +} + +function glass_start() +{ + glass_start_time = get_msec(); + glass_redraw(); +} + +function glass_display_func(func) +{ + glass_cb_disp = func; +} + +function glass_redraw() +{ + var msec = get_msec(); + + if(glass_data_loaded < glass_data_count || !glass_cb_disp) { + glass_draw_progress(msec); + } else { + glass_cb_disp(msec); + } + request_redisplay(glass_redraw); +} + +function get_msec() +{ + return new Date().getTime() - glass_start_time; +} + +/* ---- textures ---- */ +function load_texture(name) +{ + glass_data_count++; + + var tex = gl.createTexture(); + tex.image = new Image(); + tex.image.onload = function() { glass_tex_load_done(tex); } + tex.image.onerror = glass_tex_load_failed; + tex.image.src = name; + return tex; +} + +function glass_tex_load_done(tex) +{ + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.image); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + gl.bindTexture(gl.TEXTURE_2D, null); + glass_data_loaded++; + logmsg("loaded image: " + tex.image.src + + " (" + glass_data_loaded + "/" + glass_data_count + ")\n"); +} + +function glass_tex_load_failed() +{ + logmsg("failed to load texture: " + this.src + "\n"); +} + + +/* ---- shaders ---- */ +function load_shader(name, type) +{ + var xhr = new XMLHttpRequest(); + xhr.open("GET", name, false); + xhr.overrideMimeType("text/plain"); + xhr.send(null); + + var src = xhr.responseText; + return create_shader(src, type); +} + +function create_shader(src, type) +{ + var sdr = gl.createShader(type); + gl.shaderSource(sdr, src); + gl.compileShader(sdr); + + if(!gl.getShaderParameter(sdr, gl.COMPILE_STATUS)) { + logmsg("failed to compile shader: " + elem.src + ": " + gl.getShaderInfoLog(sdr)); + return null; + } + return sdr; +} + +function load_program(vsname, psname) +{ + var vs, ps; + + if(!(vs = load_shader(vsname, gl.VERTEX_SHADER))) { + return null; + } + if(!(ps = load_shader(psname, gl.FRAGMENT_SHADER))) { + return null; + } + return create_program(vs, ps); +} + +function create_program(vs, ps) +{ + var prog = gl.createProgram(); + gl.attachShader(prog, vs); + gl.attachShader(prog, ps); + gl.linkProgram(prog); + + if(!gl.getProgramParameter(prog, gl.LINK_STATUS)) { + logmsg("Failed to link GLSL program (" + vsname + " - " + psname + ")\n"); + return null; + } + return prog; +} + +function logmsg(str) +{ + if(console) { + console.value += str; + } +} + +window.request_redisplay = (function() { + return window.requestAnimationFrame || + window.webkitRequestAnimationFrame || + window.mozRequestAnimationFrame || + window.oRequestAnimationFrame || + window.msRequestAnimationFrame || + function(callback, element) { window.setTimeout(callback, 1000/60); }; +})(); + + +var glass_progr_vs_src = + "attribute vec4 attr_vertex, attr_color;\n" + + "uniform mat4 mvmat, projmat;\n" + + "varying vec4 color;\n" + + "void main()\n{\n" + + "\tmat4 mvp = projmat * mvmat;\n" + + "\tgl_Position = mvp * attr_vertex;\n" + + "\tcolor = attr_color;\n}\n"; + +var glass_progr_ps_src = + "precision highp float;\n" + + "varying vec4 color;\n" + + "void main()\n{\n" + + "\tgl_FragColor = color;\n}\n"; + +function glass_draw_progress(msec) +{ + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + gl.clearColor(0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + + var progr = glass_data_loaded / glass_data_count; + + gl.useProgram(glass_progr_prog); + + glBegin(GL_QUADS); + glColor3f(0.3, 0.5, 0.8); + glVertex2f(-0.55, -0.1); + glVertex2f(0.55, -0.1); + glVertex2f(0.55, 0.1); + glVertex2f(-0.55, 0.1); + + glColor3f(0, 0, 0); + glVertex2f(-0.525, -0.075); + glVertex2f(0.525, -0.075); + glVertex2f(0.525, 0.075); + glVertex2f(-0.525, 0.075); + + glColor3f(1.0, 0.3, 0.2); + glVertex2f(-0.5, -0.05); + glVertex2f(progr - 0.5, -0.05); + glVertex2f(progr - 0.5, 0.05); + glVertex2f(-0.5, 0.05); + glEnd(); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); +} + diff -r 000000000000 -r 4fe036e28796 sanegl.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/sanegl.js Wed Jun 15 20:04:49 2011 +0300 @@ -0,0 +1,416 @@ +/* +SaneGL - a small library to bring back sanity to WebGL +Copyright (C) 2011 John Tsiombikas + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ +const GL_MODELVIEW = 0; +const GL_PROJECTION = 1; +const GL_TEXTURE = 2; + +const GL_POINTS = 1; +const GL_LINES = 2; +const GL_TRIANGLES = 3; +const GL_QUADS = 4; + +var gl_ident_val = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; +var gl_mmode = GL_MODELVIEW; +var gl_mat = new Array( + [new Float32Array(gl_ident_val)], + [new Float32Array(gl_ident_val)], + [new Float32Array(gl_ident_val)]); + +/* XXX change after debugging */ +const GL_MAX_VERTS = 32; + +var gl_prim = 0; +var gl_vbuf = null, gl_nbuf = null, gl_cbuf = null, gl_tbuf = null; +var gl_vertex, gl_normal, gl_color, gl_texcoord; +var gl_nverts, gl_vert_calls; +var gl_curr_normal = new Float32Array(3); +var gl_curr_color = new Float32Array(4); +var gl_curr_texcoord = new Float32Array(2); +var gl_vloc, gl_nloc, gl_cloc, gl_tloc; +var gl_use_normal, gl_use_color, gl_use_texcoord; + +function glMatrixMode(mode) +{ + gl_mmode = mode; +} + +function glPushMatrix() +{ + var mtop = gl_mat[gl_mmode].length - 1; + + gl_mat[gl_mmode].push(new Float32Array(16)); + m4_copy(gl_mat[gl_mmode][mtop + 1], gl_mat[gl_mmode][mtop]); +} + +function glPopMatrix() +{ + if(gl_mat[gl_mmode].length <= 1) { + alert('glPopMatrix underflow'); + } + gl_mat[gl_mmode].pop(); +} + +function glLoadIdentity() +{ + var mtop = gl_mat[gl_mmode].length - 1; + m4_identity(gl_mat[gl_mmode][mtop]); +} + +function glLoadMatrixf(mat) +{ + var mtop = gl_mat[gl_mmode].length - 1; + m4_copy(gl_mat[gl_mmode][mtop], mat); +} + +function glMultMatrixf(mat) +{ + var mtop = gl_mat[gl_mmode].length - 1; + m4_mul(gl_mat[gl_mmode][mtop], gl_mat[gl_mmode][mtop], mat); +} + +function glTranslatef(x, y, z) +{ + var xform = new Float32Array(16); + m4_translation(xform, x, y, z); + glMultMatrixf(xform); +} + +function glRotatef(angle, x, y, z) +{ + var angle_rads = Math.PI * angle / 180.0; + var xform = new Float32Array(16); + m4_rotation(xform, angle_rads, x, y, z); + glMultMatrixf(xform); +} + +function glScalef(x, y, z) +{ + var xform = new Float32Array(16); + m4_scale(xform, x, y, z); + glMultMatrixf(xform); +} + +function glOrtho(left, right, bottom, top, near, far) +{ + var dx = right - left; + var dy = top - bottom; + var dz = far - near; + + var tx = -(right + left) / dx; + var ty = -(top + bottom) / dy; + var tz = -(far + near) / dz; + + var sx = 2.0 / dx; + var sy = 2.0 / dy; + var sz = -2.0 / dz; + + var xform = new Float32Array(16); + xform[0] = sx; + xform[5] = sy; + xform[10] = sz; + xform[12] = tx; + xform[13] = ty; + xform[14] = tz; + xform[15] = 1.0; + xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[8] = xform[9] = 0.0; + + glMultMatrixf(xform); +} + +function glFrustum(left, right, bottom, top, near, far) +{ + var dx = right - left; + var dy = top - bottom; + var dz = far - near; + + var a = (right + left) / dx; + var b = (top + bottom) / dy; + var c = -(far + near) / dz; + var d = -2.0 * far * near / dz; + + var xform = new Float32Array(16); + xform[0] = 2.0 * near / dx; + xform[5] = 2.0 * near / dy; + xform[8] = a; + xform[9] = b; + xform[10] = c; + xform[11] = -1.0; + xform[14] = d; + xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[12] = xform[13] = xform[15] = 0.0; + + glMultMatrixf(xform); +} + +function gl_apply_xform(prog) +{ + var mvtop = gl_mat[GL_MODELVIEW].length - 1; + var ptop = gl_mat[GL_PROJECTION].length - 1; + var ttop = gl_mat[GL_TEXTURE].length - 1; + + var loc = gl.getUniformLocation(prog, "mvmat"); + if(loc != -1) { + gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_MODELVIEW][mvtop]); + } + + loc = gl.getUniformLocation(prog, "projmat"); + if(loc != -1) { + gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_PROJECTION][ptop]); + } + + loc = gl.getUniformLocation(prog, "texmat"); + if(loc != -1) { + gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_TEXTURE][ttop]); + } +} + +function glBegin(prim) +{ + gl_vertex = new Float32Array(GL_MAX_VERTS * 4); + gl_normal = new Float32Array(GL_MAX_VERTS * 3); + gl_color = new Float32Array(GL_MAX_VERTS * 4); + gl_texcoord = new Float32Array(GL_MAX_VERTS * 4); + + if(gl_vbuf == null) { + gl_vbuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf); + gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW); + logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n"); + + gl_nbuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf); + gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW); + logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n"); + + gl_cbuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf); + gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW); + logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n"); + + gl_tbuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf); + gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW); + logmsg("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n"); + } + + gl_prim = prim; + gl_nverts = gl_vert_calls = 0; + + gl_prog = gl.getParameter(gl.CURRENT_PROGRAM); + if(gl_prog != null) { + gl_apply_xform(gl_prog); + + gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex"); + gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal"); + gl_cloc = gl.getAttribLocation(gl_prog, "attr_color"); + gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord"); + } else { + logmsg("no program currently bound\n"); + gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1; + } + + if(gl_vloc == -1) { + logmsg("attr_vertex not found in currently bound program: " + prog + "\n"); + } + + gl_use_normal = gl_nloc != -1; + gl_use_color = gl_cloc != -1; + gl_use_texcoord = gl_tloc != -1; +} + +function glEnd() +{ + if(gl_nverts > 0) { + gl_draw_immediate(); + } +} + +function gl_draw_immediate() +{ + var gles_prim; + + if(gl_vloc == -1) { + return; + } + + switch(gl_prim) { + case GL_POINTS: + gles_prim = gl.POINTS; + break; + case GL_LINES: + gles_prim = gl.LINES; + break; + case GL_TRIANGLES: + case GL_QUADS: + gles_prim = gl.TRIANGLES; + break; + default: + } + + gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf); + gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex); + gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(gl_vloc); + + if(gl_use_normal) { + gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf); + gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal); + gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(gl_nloc); + } + + if(gl_use_color) { + gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf); + gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color); + gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0); + gl.enableVertexAttribArray(gl_cloc); + } + + if(gl_use_texcoord) { + gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf); + gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord); + gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(gl_tloc); + } + + gl.drawArrays(gles_prim, 0, gl_nverts); + + gl.disableVertexAttribArray(gl_vloc); + if(gl_use_normal) { + gl.disableVertexAttribArray(gl_nloc); + } + if(gl_use_color) { + gl.disableVertexAttribArray(gl_cloc); + } + if(gl_use_texcoord) { + gl.disableVertexAttribArray(gl_tloc); + } +} + + +function glVertex2f(x, y) +{ + glVertex3f(x, y, 0.0); +} + +function glVertex3f(x, y, z) +{ + var i = 0; + var vidx = gl_nverts * 4; + var nidx = gl_nverts * 3; + + if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) { + var v = vidx - 12; + var n = nidx - 9; + + for(i=0; i<4; i++) { + if(gl_use_color) { + gl_color[vidx] = gl_color[v]; + } + if(gl_use_texcoord) { + gl_texcoord[vidx] = gl_texcoord[v]; + } + gl_vertex[vidx++] = gl_vertex[v++]; + + if(gl_use_normal && i < 3) { + gl_normal[nidx++] = gl_normal[n++]; + } + } + v += 4; + n += 3; + for(i=0; i<4; i++) { + if(gl_use_color) { + gl_color[vidx] = gl_color[v]; + } + if(gl_use_texcoord) { + gl_texcoord[vidx] = gl_texcoord[v]; + } + gl_vertex[vidx++] = gl_vertex[v++]; + + if(gl_use_normal && i < 3) { + gl_normal[nidx++] = gl_normal[n++]; + } + } + + gl_nverts += 2; + } + + gl_vertex[vidx] = x; + gl_vertex[vidx + 1] = y; + gl_vertex[vidx + 2] = z; + gl_vertex[vidx + 3] = 1.0; + + if(gl_use_color) { + gl_color[vidx] = gl_curr_color[0]; + gl_color[vidx + 1] = gl_curr_color[1]; + gl_color[vidx + 2] = gl_curr_color[2]; + gl_color[vidx + 3] = gl_curr_color[3]; + } + + if(gl_use_normal) { + gl_normal[nidx] = gl_curr_normal[0]; + gl_normal[nidx + 1] = gl_curr_normal[1]; + gl_normal[nidx + 2] = gl_curr_normal[2]; + } + + if(gl_use_texcoord) { + gl_texcoord[vidx] = gl_curr_texcoord[0]; + gl_texcoord[vidx + 1] = gl_curr_texcoord[1]; + gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0; + } + + gl_vert_calls++; + if(++gl_nverts >= GL_MAX_VERTS) { + gl_draw_immediate(); + glBegin(gl_prim); /* reset everything */ + } +} + +function glNormal3f(x, y, z) +{ + gl_curr_normal[0] = x; + gl_curr_normal[1] = y; + gl_curr_normal[3] = z; +} + +function glColor3f(r, g, b) +{ + gl_curr_color[0] = r; + gl_curr_color[1] = g; + gl_curr_color[2] = b; + gl_curr_color[3] = 1.0; +} + +function glColor4f(r, g, b, a) +{ + gl_curr_color[0] = r; + gl_curr_color[1] = g; + gl_curr_color[2] = b; + gl_curr_color[3] = a; +} + +function glTexCoord1f(s) +{ + gl_curr_texcoord[0] = s; + gl_curr_texcoord[1] = 0.0; +} + +function glTexCoord2f(s, t) +{ + gl_curr_texcoord[0] = s; + gl_curr_texcoord[1] = t; +} diff -r 000000000000 -r 4fe036e28796 vmath.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/vmath.js Wed Jun 15 20:04:49 2011 +0300 @@ -0,0 +1,206 @@ +/* +libvmath javascript port (original C version: http://gfxtools.sourceforge.net) +Copyright (C) 2011 John Tsiombikas + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +function v3_cons(res, x, y, z) +{ + res[0] = x; + res[1] = y; + res[2] = z; +} + +function v3_add(res, a, b) +{ + res[0] = a[0] + b[0]; + res[1] = a[1] + b[1]; + res[2] = a[2] + b[2]; +} + +function v3_sub(res, a, b) +{ + res[0] = a[0] - b[0]; + res[1] = a[1] - b[1]; + res[2] = a[2] - b[2]; +} + +function v3_mul(res, a, b) +{ + res[0] = a[0] * b[0]; + res[1] = a[1] * b[1]; + res[2] = a[2] * b[2]; +} + +function v3_div(res, a, b) +{ + res[0] = a[0] / b[0]; + res[1] = a[1] / b[1]; + res[2] = a[2] / b[2]; +} + +function v3_dot(a, b) +{ + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +} + +function v3_cross(res, a, b) +{ + res[0] = a[1] * b[2] - a[2] * b[1]; + res[1] = a[2] * b[0] - a[0] * b[2]; + res[2] = a[0] * b[1] - a[1] * b[0]; +} + +function v3_length(v) +{ + return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); +} + +function v3_length_sq(v) +{ + return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; +} + +function v3_normalize(v) +{ + var len = v3_length(v); + v[0] /= len; + v[1] /= len; + v[2] /= len; +} + +function v3_transform(res, v, m) +{ + res[0] = v[0] * m[0] + v[1] * m[1] + v[2] * m[2] + m[3]; + res[1] = v[0] * m[4] + v[1] * m[5] + v[2] * m[6] + m[7]; + res[3] = v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]; +} + +/* --- matrix 4x4 --- */ + +function m4_cons(res, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, ma, mb, mc, md, me, mf) +{ + res[0] = m0; + res[1] = m1; + res[2] = m2; + res[3] = m3; + res[4] = m4; + res[5] = m5; + res[6] = m6; + res[7] = m7; + res[8] = m8; + res[9] = m9; + res[10] = ma; + res[11] = mb; + res[12] = mc; + res[13] = md; + res[14] = me; + res[15] = mf; +} + +function m4_identity(res) +{ + res[0] = res[5] = res[10] = res[15] = 1.0; + res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0; + res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0; +} + +function m4_copy(res, m) +{ + res[0] = m[0]; res[1] = m[1]; res[2] = m[2]; res[3] = m[3]; + res[4] = m[4]; res[5] = m[5]; res[6] = m[6]; res[7] = m[7]; + res[8] = m[8]; res[9] = m[9]; res[10] = m[10]; res[11] = m[11]; + res[12] = m[12]; res[13] = m[13]; res[14] = m[14]; res[15] = m[15]; +} + +function m4_mul(res, a, b) +{ + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; + var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; + var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; + var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + var b00 = b[0], b01 = b[1], b02 = b[2], b03 = b[3]; + var b10 = b[4], b11 = b[5], b12 = b[6], b13 = b[7]; + var b20 = b[8], b21 = b[9], b22 = b[10], b23 = b[11]; + var b30 = b[12], b31 = b[13], b32 = b[14], b33 = b[15]; + + res[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; + res[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; + res[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; + res[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; + res[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30; + res[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31; + res[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32; + res[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33; + res[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30; + res[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31; + res[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32; + res[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33; + res[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30; + res[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31; + res[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32; + res[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33; +} + +function m4_translation(res, x, y, z) +{ + res[0] = res[5] = res[10] = res[15] = 1.0; + res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = res[8] = res[9] = res[11] = 0.0; + res[12] = x; + res[13] = y; + res[14] = z; +} + +function m4_rotation(res, angle, x, y, z) +{ + var sina = Math.sin(angle); + var cosa = Math.cos(angle); + var one_minus_cosa = 1.0 - cosa; + var nxsq = x * x; + var nysq = y * y; + var nzsq = z * z; + + res[0] = nxsq + (1.0 - nxsq) * cosa; + res[4] = x * y * one_minus_cosa - z * sina; + res[8] = x * z * one_minus_cosa + y * sina; + res[1] = x * y * one_minus_cosa + z * sina; + res[5] = nysq + (1.0 - nysq) * cosa; + res[9] = y * z * one_minus_cosa - x * sina; + res[2] = x * z * one_minus_cosa - y * sina; + res[6] = y * z * one_minus_cosa + x * sina; + res[10] = nzsq + (1.0 - nzsq) * cosa; + + res[3] = res[7] = res[11] = res[12] = res[13] = res[14] = 0.0; + res[15] = 1.0; +} + +function m4_scale(res, x, y, z) +{ + res[0] = x; + res[5] = y; + res[10] = z; + res[15] = 1.0; + res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0; + res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0; +} + +function m4_string(mat) +{ + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ']\n' + + '['+ mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + ']\n' + + '['+ mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + ']\n' + + '['+ mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']\n'; + +}