webgl-tools

changeset 0:4fe036e28796

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 15 Jun 2011 20:04:49 +0300
parents
children c52b17d412f3
files COPYING README glass.js sanegl.js vmath.js
diffstat 5 files changed, 1559 insertions(+), 0 deletions(-) [+]
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/COPYING	Wed Jun 15 20:04:49 2011 +0300
     1.3 @@ -0,0 +1,674 @@
     1.4 +                    GNU GENERAL PUBLIC LICENSE
     1.5 +                       Version 3, 29 June 2007
     1.6 +
     1.7 + Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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   1.466 +  You may not impose any further restrictions on the exercise of the
   1.467 +rights granted or affirmed under this License.  For example, you may
   1.468 +not impose a license fee, royalty, or other charge for exercise of
   1.469 +rights granted under this License, and you may not initiate litigation
   1.470 +(including a cross-claim or counterclaim in a lawsuit) alleging that
   1.471 +any patent claim is infringed by making, using, selling, offering for
   1.472 +sale, or importing the Program or any portion of it.
   1.473 +
   1.474 +  11. Patents.
   1.475 +
   1.476 +  A "contributor" is a copyright holder who authorizes use under this
   1.477 +License of the Program or a work on which the Program is based.  The
   1.478 +work thus licensed is called the contributor's "contributor version".
   1.479 +
   1.480 +  A contributor's "essential patent claims" are all patent claims
   1.481 +owned or controlled by the contributor, whether already acquired or
   1.482 +hereafter acquired, that would be infringed by some manner, permitted
   1.483 +by this License, of making, using, or selling its contributor version,
   1.484 +but do not include claims that would be infringed only as a
   1.485 +consequence of further modification of the contributor version.  For
   1.486 +purposes of this definition, "control" includes the right to grant
   1.487 +patent sublicenses in a manner consistent with the requirements of
   1.488 +this License.
   1.489 +
   1.490 +  Each contributor grants you a non-exclusive, worldwide, royalty-free
   1.491 +patent license under the contributor's essential patent claims, to
   1.492 +make, use, sell, offer for sale, import and otherwise run, modify and
   1.493 +propagate the contents of its contributor version.
   1.494 +
   1.495 +  In the following three paragraphs, a "patent license" is any express
   1.496 +agreement or commitment, however denominated, not to enforce a patent
   1.497 +(such as an express permission to practice a patent or covenant not to
   1.498 +sue for patent infringement).  To "grant" such a patent license to a
   1.499 +party means to make such an agreement or commitment not to enforce a
   1.500 +patent against the party.
   1.501 +
   1.502 +  If you convey a covered work, knowingly relying on a patent license,
   1.503 +and the Corresponding Source of the work is not available for anyone
   1.504 +to copy, free of charge and under the terms of this License, through a
   1.505 +publicly available network server or other readily accessible means,
   1.506 +then you must either (1) cause the Corresponding Source to be so
   1.507 +available, or (2) arrange to deprive yourself of the benefit of the
   1.508 +patent license for this particular work, or (3) arrange, in a manner
   1.509 +consistent with the requirements of this License, to extend the patent
   1.510 +license to downstream recipients.  "Knowingly relying" means you have
   1.511 +actual knowledge that, but for the patent license, your conveying the
   1.512 +covered work in a country, or your recipient's use of the covered work
   1.513 +in a country, would infringe one or more identifiable patents in that
   1.514 +country that you have reason to believe are valid.
   1.515 +
   1.516 +  If, pursuant to or in connection with a single transaction or
   1.517 +arrangement, you convey, or propagate by procuring conveyance of, a
   1.518 +covered work, and grant a patent license to some of the parties
   1.519 +receiving the covered work authorizing them to use, propagate, modify
   1.520 +or convey a specific copy of the covered work, then the patent license
   1.521 +you grant is automatically extended to all recipients of the covered
   1.522 +work and works based on it.
   1.523 +
   1.524 +  A patent license is "discriminatory" if it does not include within
   1.525 +the scope of its coverage, prohibits the exercise of, or is
   1.526 +conditioned on the non-exercise of one or more of the rights that are
   1.527 +specifically granted under this License.  You may not convey a covered
   1.528 +work if you are a party to an arrangement with a third party that is
   1.529 +in the business of distributing software, under which you make payment
   1.530 +to the third party based on the extent of your activity of conveying
   1.531 +the work, and under which the third party grants, to any of the
   1.532 +parties who would receive the covered work from you, a discriminatory
   1.533 +patent license (a) in connection with copies of the covered work
   1.534 +conveyed by you (or copies made from those copies), or (b) primarily
   1.535 +for and in connection with specific products or compilations that
   1.536 +contain the covered work, unless you entered into that arrangement,
   1.537 +or that patent license was granted, prior to 28 March 2007.
   1.538 +
   1.539 +  Nothing in this License shall be construed as excluding or limiting
   1.540 +any implied license or other defenses to infringement that may
   1.541 +otherwise be available to you under applicable patent law.
   1.542 +
   1.543 +  12. No Surrender of Others' Freedom.
   1.544 +
   1.545 +  If conditions are imposed on you (whether by court order, agreement or
   1.546 +otherwise) that contradict the conditions of this License, they do not
   1.547 +excuse you from the conditions of this License.  If you cannot convey a
   1.548 +covered work so as to satisfy simultaneously your obligations under this
   1.549 +License and any other pertinent obligations, then as a consequence you may
   1.550 +not convey it at all.  For example, if you agree to terms that obligate you
   1.551 +to collect a royalty for further conveying from those to whom you convey
   1.552 +the Program, the only way you could satisfy both those terms and this
   1.553 +License would be to refrain entirely from conveying the Program.
   1.554 +
   1.555 +  13. Use with the GNU Affero General Public License.
   1.556 +
   1.557 +  Notwithstanding any other provision of this License, you have
   1.558 +permission to link or combine any covered work with a work licensed
   1.559 +under version 3 of the GNU Affero General Public License into a single
   1.560 +combined work, and to convey the resulting work.  The terms of this
   1.561 +License will continue to apply to the part which is the covered work,
   1.562 +but the special requirements of the GNU Affero General Public License,
   1.563 +section 13, concerning interaction through a network will apply to the
   1.564 +combination as such.
   1.565 +
   1.566 +  14. Revised Versions of this License.
   1.567 +
   1.568 +  The Free Software Foundation may publish revised and/or new versions of
   1.569 +the GNU General Public License from time to time.  Such new versions will
   1.570 +be similar in spirit to the present version, but may differ in detail to
   1.571 +address new problems or concerns.
   1.572 +
   1.573 +  Each version is given a distinguishing version number.  If the
   1.574 +Program specifies that a certain numbered version of the GNU General
   1.575 +Public License "or any later version" applies to it, you have the
   1.576 +option of following the terms and conditions either of that numbered
   1.577 +version or of any later version published by the Free Software
   1.578 +Foundation.  If the Program does not specify a version number of the
   1.579 +GNU General Public License, you may choose any version ever published
   1.580 +by the Free Software Foundation.
   1.581 +
   1.582 +  If the Program specifies that a proxy can decide which future
   1.583 +versions of the GNU General Public License can be used, that proxy's
   1.584 +public statement of acceptance of a version permanently authorizes you
   1.585 +to choose that version for the Program.
   1.586 +
   1.587 +  Later license versions may give you additional or different
   1.588 +permissions.  However, no additional obligations are imposed on any
   1.589 +author or copyright holder as a result of your choosing to follow a
   1.590 +later version.
   1.591 +
   1.592 +  15. Disclaimer of Warranty.
   1.593 +
   1.594 +  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
   1.595 +APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
   1.596 +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
   1.597 +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
   1.598 +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
   1.599 +PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
   1.600 +IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
   1.601 +ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
   1.602 +
   1.603 +  16. Limitation of Liability.
   1.604 +
   1.605 +  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
   1.606 +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
   1.607 +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
   1.608 +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
   1.609 +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
   1.610 +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
   1.611 +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
   1.612 +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
   1.613 +SUCH DAMAGES.
   1.614 +
   1.615 +  17. Interpretation of Sections 15 and 16.
   1.616 +
   1.617 +  If the disclaimer of warranty and limitation of liability provided
   1.618 +above cannot be given local legal effect according to their terms,
   1.619 +reviewing courts shall apply local law that most closely approximates
   1.620 +an absolute waiver of all civil liability in connection with the
   1.621 +Program, unless a warranty or assumption of liability accompanies a
   1.622 +copy of the Program in return for a fee.
   1.623 +
   1.624 +                     END OF TERMS AND CONDITIONS
   1.625 +
   1.626 +            How to Apply These Terms to Your New Programs
   1.627 +
   1.628 +  If you develop a new program, and you want it to be of the greatest
   1.629 +possible use to the public, the best way to achieve this is to make it
   1.630 +free software which everyone can redistribute and change under these terms.
   1.631 +
   1.632 +  To do so, attach the following notices to the program.  It is safest
   1.633 +to attach them to the start of each source file to most effectively
   1.634 +state the exclusion of warranty; and each file should have at least
   1.635 +the "copyright" line and a pointer to where the full notice is found.
   1.636 +
   1.637 +    <one line to give the program's name and a brief idea of what it does.>
   1.638 +    Copyright (C) <year>  <name of author>
   1.639 +
   1.640 +    This program is free software: you can redistribute it and/or modify
   1.641 +    it under the terms of the GNU General Public License as published by
   1.642 +    the Free Software Foundation, either version 3 of the License, or
   1.643 +    (at your option) any later version.
   1.644 +
   1.645 +    This program is distributed in the hope that it will be useful,
   1.646 +    but WITHOUT ANY WARRANTY; without even the implied warranty of
   1.647 +    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   1.648 +    GNU General Public License for more details.
   1.649 +
   1.650 +    You should have received a copy of the GNU General Public License
   1.651 +    along with this program.  If not, see <http://www.gnu.org/licenses/>.
   1.652 +
   1.653 +Also add information on how to contact you by electronic and paper mail.
   1.654 +
   1.655 +  If the program does terminal interaction, make it output a short
   1.656 +notice like this when it starts in an interactive mode:
   1.657 +
   1.658 +    <program>  Copyright (C) <year>  <name of author>
   1.659 +    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
   1.660 +    This is free software, and you are welcome to redistribute it
   1.661 +    under certain conditions; type `show c' for details.
   1.662 +
   1.663 +The hypothetical commands `show w' and `show c' should show the appropriate
   1.664 +parts of the General Public License.  Of course, your program's commands
   1.665 +might be different; for a GUI interface, you would use an "about box".
   1.666 +
   1.667 +  You should also get your employer (if you work as a programmer) or school,
   1.668 +if any, to sign a "copyright disclaimer" for the program, if necessary.
   1.669 +For more information on this, and how to apply and follow the GNU GPL, see
   1.670 +<http://www.gnu.org/licenses/>.
   1.671 +
   1.672 +  The GNU General Public License does not permit incorporating your program
   1.673 +into proprietary programs.  If your program is a subroutine library, you
   1.674 +may consider it more useful to permit linking proprietary applications with
   1.675 +the library.  If this is what you want to do, use the GNU Lesser General
   1.676 +Public License instead of this License.  But first, please read
   1.677 +<http://www.gnu.org/philosophy/why-not-lgpl.html>.
     2.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.2 +++ b/README	Wed Jun 15 20:04:49 2011 +0300
     2.3 @@ -0,0 +1,20 @@
     2.4 +webgl-tools
     2.5 +-----------
     2.6 +A loose collection of tools for writing WebGL programs.
     2.7 +
     2.8 ++-------------+---------------------------------------------------------------+
     2.9 +| vmath.js    | vector math library, loosely based on libvmath[1]             |
    2.10 +| sanegl.js   | brings back sanity to webgl: immediate mode, matrix stack, etc|
    2.11 +| glass.js    | (web)gl-assistant: event handling, resource loading, etc.     |
    2.12 ++-------------+---------------------------------------------------------------+
    2.13 +[1]: http://gfxtools.sourceforge.net
    2.14 +
    2.15 +Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
    2.16 +
    2.17 +You may use, modify, and redistribute webgl-tools under the GNU General Public
    2.18 +License v3 (or any later version published by the Free Software Foundation).
    2.19 +For details see COPYING.
    2.20 +
    2.21 +Yes that means your whole webgl program will have to be under the GPLv3, and if
    2.22 +you scramble or "compress" your javascript source, you WILL HAVE TO PROVIDE A
    2.23 +LINK TO THE ORIGINAL VERSION OF YOUR CODE.
     3.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     3.2 +++ b/glass.js	Wed Jun 15 20:04:49 2011 +0300
     3.3 @@ -0,0 +1,243 @@
     3.4 +/*
     3.5 +glass - (web)gl-assistant.
     3.6 +Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
     3.7 +
     3.8 +This program is free software: you can redistribute it and/or modify
     3.9 +it under the terms of the GNU General Public License as published by
    3.10 +the Free Software Foundation, either version 3 of the License, or
    3.11 +(at your option) any later version.
    3.12 +
    3.13 +This program is distributed in the hope that it will be useful,
    3.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    3.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    3.16 +GNU General Public License for more details.
    3.17 +
    3.18 +You should have received a copy of the GNU General Public License
    3.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    3.20 +*/
    3.21 +
    3.22 +var gl;
    3.23 +var canvas, console;
    3.24 +var glass_data_loaded, glass_data_count;
    3.25 +var glass_progr_prog;
    3.26 +var glass_start_time = 0;
    3.27 +
    3.28 +var glass_cb_disp = null;
    3.29 +
    3.30 +function glass_init(canv_id, cons_id)
    3.31 +{
    3.32 +	if(cons_id && (console = document.getElementById(cons_id))) {
    3.33 +		console.value = "";
    3.34 +	}
    3.35 +
    3.36 +	if(!(canvas = document.getElementById(canv_id))) {
    3.37 +		logmsg("canvas \"" + canv_id + "\" does not exist\n");
    3.38 +		return false;
    3.39 +	}
    3.40 +	try {
    3.41 +		gl = canvas.getContext("experimental-webgl");
    3.42 +	}
    3.43 +	catch(e) {
    3.44 +		logmsg("can't get an OpenGL context\n");
    3.45 +		return false;
    3.46 +	}
    3.47 +
    3.48 +	var vs = create_shader(glass_progr_vs_src, gl.VERTEX_SHADER);
    3.49 +	var ps = create_shader(glass_progr_ps_src, gl.FRAGMENT_SHADER);
    3.50 +	if(!vs || !ps || !(glass_progr_prog = create_program(vs, ps))) {
    3.51 +		logmsg("internal glass error\n");
    3.52 +		return false;
    3.53 +	}
    3.54 +
    3.55 +	glass_data_loaded = glass_data_count = 0;
    3.56 +	return true;
    3.57 +}
    3.58 +
    3.59 +function glass_start()
    3.60 +{
    3.61 +	glass_start_time = get_msec();
    3.62 +	glass_redraw();
    3.63 +}
    3.64 +
    3.65 +function glass_display_func(func)
    3.66 +{
    3.67 +	glass_cb_disp = func;
    3.68 +}
    3.69 +
    3.70 +function glass_redraw()
    3.71 +{
    3.72 +	var msec = get_msec();
    3.73 +
    3.74 +	if(glass_data_loaded < glass_data_count || !glass_cb_disp) {
    3.75 +		glass_draw_progress(msec);
    3.76 +	} else {
    3.77 +		glass_cb_disp(msec);
    3.78 +	}
    3.79 +	request_redisplay(glass_redraw);
    3.80 +}
    3.81 +
    3.82 +function get_msec()
    3.83 +{
    3.84 +	return new Date().getTime() - glass_start_time;
    3.85 +}
    3.86 +
    3.87 +/* ---- textures ---- */
    3.88 +function load_texture(name)
    3.89 +{
    3.90 +	glass_data_count++;
    3.91 +
    3.92 +	var tex = gl.createTexture();
    3.93 +	tex.image = new Image();
    3.94 +	tex.image.onload = function() { glass_tex_load_done(tex); }
    3.95 +	tex.image.onerror = glass_tex_load_failed;
    3.96 +	tex.image.src = name;
    3.97 +	return tex;
    3.98 +}
    3.99 +
   3.100 +function glass_tex_load_done(tex)
   3.101 +{
   3.102 +	gl.bindTexture(gl.TEXTURE_2D, tex);
   3.103 +	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.image);
   3.104 +	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
   3.105 +	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
   3.106 +	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
   3.107 +	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
   3.108 +	gl.bindTexture(gl.TEXTURE_2D, null);
   3.109 +	glass_data_loaded++;
   3.110 +	logmsg("loaded image: " + tex.image.src +
   3.111 +			" (" + glass_data_loaded + "/" + glass_data_count + ")\n");
   3.112 +}
   3.113 +
   3.114 +function glass_tex_load_failed()
   3.115 +{
   3.116 +	logmsg("failed to load texture: " + this.src + "\n");
   3.117 +}
   3.118 +
   3.119 +
   3.120 +/* ---- shaders ---- */
   3.121 +function load_shader(name, type)
   3.122 +{
   3.123 +	var xhr = new XMLHttpRequest();
   3.124 +	xhr.open("GET", name, false);
   3.125 +	xhr.overrideMimeType("text/plain");
   3.126 +	xhr.send(null);
   3.127 +
   3.128 +	var src = xhr.responseText;
   3.129 +	return create_shader(src, type);
   3.130 +}
   3.131 +
   3.132 +function create_shader(src, type)
   3.133 +{
   3.134 +	var sdr = gl.createShader(type);
   3.135 +	gl.shaderSource(sdr, src);
   3.136 +	gl.compileShader(sdr);
   3.137 +
   3.138 +	if(!gl.getShaderParameter(sdr, gl.COMPILE_STATUS)) {
   3.139 +		logmsg("failed to compile shader: " + elem.src + ": " + gl.getShaderInfoLog(sdr));
   3.140 +		return null;
   3.141 +	}
   3.142 +	return sdr;
   3.143 +}
   3.144 +
   3.145 +function load_program(vsname, psname)
   3.146 +{
   3.147 +	var vs, ps;
   3.148 +
   3.149 +	if(!(vs = load_shader(vsname, gl.VERTEX_SHADER))) {
   3.150 +		return null;
   3.151 +	}
   3.152 +	if(!(ps = load_shader(psname, gl.FRAGMENT_SHADER))) {
   3.153 +		return null;
   3.154 +	}
   3.155 +	return create_program(vs, ps);
   3.156 +}
   3.157 +
   3.158 +function create_program(vs, ps)
   3.159 +{
   3.160 +	var prog = gl.createProgram();
   3.161 +	gl.attachShader(prog, vs);
   3.162 +	gl.attachShader(prog, ps);
   3.163 +	gl.linkProgram(prog);
   3.164 +
   3.165 +	if(!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
   3.166 +		logmsg("Failed to link GLSL program (" + vsname + " - " + psname + ")\n");
   3.167 +		return null;
   3.168 +	}
   3.169 +	return prog;
   3.170 +}
   3.171 +
   3.172 +function logmsg(str)
   3.173 +{
   3.174 +	if(console) {
   3.175 +		console.value += str;
   3.176 +	}
   3.177 +}
   3.178 +
   3.179 +window.request_redisplay = (function() {
   3.180 +	return	window.requestAnimationFrame ||
   3.181 +			window.webkitRequestAnimationFrame ||
   3.182 +			window.mozRequestAnimationFrame ||
   3.183 +			window.oRequestAnimationFrame ||
   3.184 +			window.msRequestAnimationFrame ||
   3.185 +			function(callback, element) { window.setTimeout(callback, 1000/60); };
   3.186 +})();
   3.187 +
   3.188 +
   3.189 +var glass_progr_vs_src = 
   3.190 +	"attribute vec4 attr_vertex, attr_color;\n" +
   3.191 +	"uniform mat4 mvmat, projmat;\n" +
   3.192 +	"varying vec4 color;\n" +
   3.193 +	"void main()\n{\n" +
   3.194 +	"\tmat4 mvp = projmat * mvmat;\n" +
   3.195 +	"\tgl_Position = mvp * attr_vertex;\n" +
   3.196 +	"\tcolor = attr_color;\n}\n";
   3.197 +
   3.198 +var glass_progr_ps_src =
   3.199 +	"precision highp float;\n" +
   3.200 +	"varying vec4 color;\n" +
   3.201 +	"void main()\n{\n" +
   3.202 +	"\tgl_FragColor = color;\n}\n";
   3.203 +
   3.204 +function glass_draw_progress(msec)
   3.205 +{
   3.206 +	glMatrixMode(GL_PROJECTION);
   3.207 +	glPushMatrix();
   3.208 +	glLoadIdentity();
   3.209 +
   3.210 +	glMatrixMode(GL_MODELVIEW);
   3.211 +	glPushMatrix();
   3.212 +	glLoadIdentity();
   3.213 +
   3.214 +	gl.clearColor(0, 0, 0, 1);
   3.215 +	gl.clear(gl.COLOR_BUFFER_BIT);
   3.216 +
   3.217 +	var progr = glass_data_loaded / glass_data_count;
   3.218 +
   3.219 +	gl.useProgram(glass_progr_prog);
   3.220 +
   3.221 +	glBegin(GL_QUADS);
   3.222 +	glColor3f(0.3, 0.5, 0.8);
   3.223 +	glVertex2f(-0.55, -0.1);
   3.224 +	glVertex2f(0.55, -0.1);
   3.225 +	glVertex2f(0.55, 0.1);
   3.226 +	glVertex2f(-0.55, 0.1);
   3.227 +
   3.228 +	glColor3f(0, 0, 0);
   3.229 +	glVertex2f(-0.525, -0.075);
   3.230 +	glVertex2f(0.525, -0.075);
   3.231 +	glVertex2f(0.525, 0.075);
   3.232 +	glVertex2f(-0.525, 0.075);
   3.233 +
   3.234 +	glColor3f(1.0, 0.3, 0.2);
   3.235 +	glVertex2f(-0.5, -0.05);
   3.236 +	glVertex2f(progr - 0.5, -0.05);
   3.237 +	glVertex2f(progr - 0.5, 0.05);
   3.238 +	glVertex2f(-0.5, 0.05);
   3.239 +	glEnd();
   3.240 +
   3.241 +	glMatrixMode(GL_PROJECTION);
   3.242 +	glPopMatrix();
   3.243 +	glMatrixMode(GL_MODELVIEW);
   3.244 +	glPopMatrix();
   3.245 +}
   3.246 +
     4.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     4.2 +++ b/sanegl.js	Wed Jun 15 20:04:49 2011 +0300
     4.3 @@ -0,0 +1,416 @@
     4.4 +/*
     4.5 +SaneGL - a small library to bring back sanity to WebGL
     4.6 +Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
     4.7 +
     4.8 +This program is free software: you can redistribute it and/or modify
     4.9 +it under the terms of the GNU General Public License as published by
    4.10 +the Free Software Foundation, either version 3 of the License, or
    4.11 +(at your option) any later version.
    4.12 +
    4.13 +This program is distributed in the hope that it will be useful,
    4.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    4.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    4.16 +GNU General Public License for more details.
    4.17 +
    4.18 +You should have received a copy of the GNU General Public License
    4.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    4.20 +*/
    4.21 +const GL_MODELVIEW = 0;
    4.22 +const GL_PROJECTION = 1;
    4.23 +const GL_TEXTURE = 2;
    4.24 +
    4.25 +const GL_POINTS = 1;
    4.26 +const GL_LINES = 2;
    4.27 +const GL_TRIANGLES = 3;
    4.28 +const GL_QUADS = 4;
    4.29 +
    4.30 +var gl_ident_val = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
    4.31 +var gl_mmode = GL_MODELVIEW;
    4.32 +var gl_mat = new Array(
    4.33 +		[new Float32Array(gl_ident_val)],
    4.34 +		[new Float32Array(gl_ident_val)],
    4.35 +		[new Float32Array(gl_ident_val)]);
    4.36 +
    4.37 +/* XXX change after debugging */
    4.38 +const GL_MAX_VERTS = 32;
    4.39 +
    4.40 +var gl_prim = 0;
    4.41 +var gl_vbuf = null, gl_nbuf = null, gl_cbuf = null, gl_tbuf = null;
    4.42 +var gl_vertex, gl_normal, gl_color, gl_texcoord;
    4.43 +var gl_nverts, gl_vert_calls;
    4.44 +var gl_curr_normal = new Float32Array(3);
    4.45 +var gl_curr_color = new Float32Array(4);
    4.46 +var gl_curr_texcoord = new Float32Array(2);
    4.47 +var gl_vloc, gl_nloc, gl_cloc, gl_tloc;
    4.48 +var gl_use_normal, gl_use_color, gl_use_texcoord;
    4.49 +
    4.50 +function glMatrixMode(mode)
    4.51 +{
    4.52 +	gl_mmode = mode;
    4.53 +}
    4.54 +
    4.55 +function glPushMatrix()
    4.56 +{
    4.57 +	var mtop = gl_mat[gl_mmode].length - 1;
    4.58 +
    4.59 +	gl_mat[gl_mmode].push(new Float32Array(16));
    4.60 +	m4_copy(gl_mat[gl_mmode][mtop + 1], gl_mat[gl_mmode][mtop]);
    4.61 +}
    4.62 +
    4.63 +function glPopMatrix()
    4.64 +{
    4.65 +	if(gl_mat[gl_mmode].length <= 1) {
    4.66 +		alert('glPopMatrix underflow');
    4.67 +	}
    4.68 +	gl_mat[gl_mmode].pop();
    4.69 +}
    4.70 +
    4.71 +function glLoadIdentity()
    4.72 +{
    4.73 +	var mtop = gl_mat[gl_mmode].length - 1;
    4.74 +	m4_identity(gl_mat[gl_mmode][mtop]);
    4.75 +}
    4.76 +
    4.77 +function glLoadMatrixf(mat)
    4.78 +{
    4.79 +	var mtop = gl_mat[gl_mmode].length - 1;
    4.80 +	m4_copy(gl_mat[gl_mmode][mtop], mat);
    4.81 +}
    4.82 +
    4.83 +function glMultMatrixf(mat)
    4.84 +{
    4.85 +	var mtop = gl_mat[gl_mmode].length - 1;
    4.86 +	m4_mul(gl_mat[gl_mmode][mtop], gl_mat[gl_mmode][mtop], mat);
    4.87 +}
    4.88 +
    4.89 +function glTranslatef(x, y, z)
    4.90 +{
    4.91 +	var xform = new Float32Array(16);
    4.92 +	m4_translation(xform, x, y, z);
    4.93 +	glMultMatrixf(xform);
    4.94 +}
    4.95 +
    4.96 +function glRotatef(angle, x, y, z)
    4.97 +{
    4.98 +	var angle_rads = Math.PI * angle / 180.0;
    4.99 +	var xform = new Float32Array(16);
   4.100 +	m4_rotation(xform, angle_rads, x, y, z);
   4.101 +	glMultMatrixf(xform);
   4.102 +}
   4.103 +
   4.104 +function glScalef(x, y, z)
   4.105 +{
   4.106 +	var xform = new Float32Array(16);
   4.107 +	m4_scale(xform, x, y, z);
   4.108 +	glMultMatrixf(xform);
   4.109 +}
   4.110 +
   4.111 +function glOrtho(left, right, bottom, top, near, far)
   4.112 +{
   4.113 +	var dx = right - left;
   4.114 +	var dy = top - bottom;
   4.115 +	var dz = far - near;
   4.116 +
   4.117 +	var tx = -(right + left) / dx;
   4.118 +	var ty = -(top + bottom) / dy;
   4.119 +	var tz = -(far + near) / dz;
   4.120 +
   4.121 +	var sx = 2.0 / dx;
   4.122 +	var sy = 2.0 / dy;
   4.123 +	var sz = -2.0 / dz;
   4.124 +
   4.125 +	var xform = new Float32Array(16);
   4.126 +	xform[0] = sx;
   4.127 +	xform[5] = sy;
   4.128 +	xform[10] = sz;
   4.129 +	xform[12] = tx;
   4.130 +	xform[13] = ty;
   4.131 +	xform[14] = tz;
   4.132 +	xform[15] = 1.0;
   4.133 +	xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[8] = xform[9] = 0.0;
   4.134 +
   4.135 +	glMultMatrixf(xform);
   4.136 +}
   4.137 +
   4.138 +function glFrustum(left, right, bottom, top, near, far)
   4.139 +{
   4.140 +	var dx = right - left;
   4.141 +	var dy = top - bottom;
   4.142 +	var dz = far - near;
   4.143 +
   4.144 +	var a = (right + left) / dx;
   4.145 +	var b = (top + bottom) / dy;
   4.146 +	var c = -(far + near) / dz;
   4.147 +	var d = -2.0 * far * near / dz;
   4.148 +
   4.149 +	var xform = new Float32Array(16);
   4.150 +	xform[0] = 2.0 * near / dx;
   4.151 +	xform[5] = 2.0 * near / dy;
   4.152 +	xform[8] = a;
   4.153 +	xform[9] = b;
   4.154 +	xform[10] = c;
   4.155 +	xform[11] = -1.0;
   4.156 +	xform[14] = d;
   4.157 +	xform[1] = xform[2] = xform[3] = xform[4] = xform[6] = xform[7] = xform[12] = xform[13] = xform[15] = 0.0;
   4.158 +
   4.159 +	glMultMatrixf(xform);
   4.160 +}
   4.161 +
   4.162 +function gl_apply_xform(prog)
   4.163 +{
   4.164 +	var mvtop = gl_mat[GL_MODELVIEW].length - 1;
   4.165 +	var ptop = gl_mat[GL_PROJECTION].length - 1;
   4.166 +	var ttop = gl_mat[GL_TEXTURE].length - 1;
   4.167 +
   4.168 +	var loc = gl.getUniformLocation(prog, "mvmat");
   4.169 +	if(loc != -1) {
   4.170 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_MODELVIEW][mvtop]);
   4.171 +	}
   4.172 +
   4.173 +	loc = gl.getUniformLocation(prog, "projmat");
   4.174 +	if(loc != -1) {
   4.175 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_PROJECTION][ptop]);
   4.176 +	}
   4.177 +
   4.178 +	loc = gl.getUniformLocation(prog, "texmat");
   4.179 +	if(loc != -1) {
   4.180 +		gl.uniformMatrix4fv(loc, gl.FALSE, gl_mat[GL_TEXTURE][ttop]);
   4.181 +	}
   4.182 +}
   4.183 +
   4.184 +function glBegin(prim)
   4.185 +{
   4.186 +	gl_vertex = new Float32Array(GL_MAX_VERTS * 4);
   4.187 +	gl_normal = new Float32Array(GL_MAX_VERTS * 3);
   4.188 +	gl_color = new Float32Array(GL_MAX_VERTS * 4);
   4.189 +	gl_texcoord = new Float32Array(GL_MAX_VERTS * 4);
   4.190 +
   4.191 +	if(gl_vbuf == null) {
   4.192 +		gl_vbuf = gl.createBuffer();
   4.193 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
   4.194 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   4.195 +		logmsg("vertex buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   4.196 +
   4.197 +		gl_nbuf = gl.createBuffer();
   4.198 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
   4.199 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 3 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   4.200 +		logmsg("normal buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   4.201 +
   4.202 +		gl_cbuf = gl.createBuffer();
   4.203 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
   4.204 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   4.205 +		logmsg("color buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   4.206 +
   4.207 +		gl_tbuf = gl.createBuffer();
   4.208 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
   4.209 +		gl.bufferData(gl.ARRAY_BUFFER, GL_MAX_VERTS * 4 * Float32Array.BYTES_PER_ELEMENT, gl.STREAM_DRAW);
   4.210 +		logmsg("texcoord buffer size: " + gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) + "\n");
   4.211 +	}
   4.212 +
   4.213 +	gl_prim = prim;
   4.214 +	gl_nverts = gl_vert_calls = 0;
   4.215 +
   4.216 +	gl_prog = gl.getParameter(gl.CURRENT_PROGRAM);
   4.217 +	if(gl_prog != null) {
   4.218 +		gl_apply_xform(gl_prog);
   4.219 +
   4.220 +		gl_vloc = gl.getAttribLocation(gl_prog, "attr_vertex");
   4.221 +		gl_nloc = gl.getAttribLocation(gl_prog, "attr_normal");
   4.222 +		gl_cloc = gl.getAttribLocation(gl_prog, "attr_color");
   4.223 +		gl_tloc = gl.getAttribLocation(gl_prog, "attr_texcoord");
   4.224 +	} else {
   4.225 +		logmsg("no program currently bound\n");
   4.226 +		gl_vloc = gl_nloc = gl_cloc = gl_tloc = -1;
   4.227 +	}
   4.228 +
   4.229 +	if(gl_vloc == -1) {
   4.230 +		logmsg("attr_vertex not found in currently bound program: " + prog + "\n");
   4.231 +	}
   4.232 +
   4.233 +	gl_use_normal = gl_nloc != -1;
   4.234 +	gl_use_color = gl_cloc != -1;
   4.235 +	gl_use_texcoord = gl_tloc != -1;
   4.236 +}
   4.237 +
   4.238 +function glEnd()
   4.239 +{
   4.240 +	if(gl_nverts > 0) {
   4.241 +		gl_draw_immediate();
   4.242 +	}
   4.243 +}
   4.244 +
   4.245 +function gl_draw_immediate()
   4.246 +{
   4.247 +	var gles_prim;
   4.248 +
   4.249 +	if(gl_vloc == -1) {
   4.250 +		return;
   4.251 +	}
   4.252 +
   4.253 +	switch(gl_prim) {
   4.254 +	case GL_POINTS:
   4.255 +		gles_prim = gl.POINTS;
   4.256 +		break;
   4.257 +	case GL_LINES:
   4.258 +		gles_prim = gl.LINES;
   4.259 +		break;
   4.260 +	case GL_TRIANGLES:
   4.261 +	case GL_QUADS:
   4.262 +		gles_prim = gl.TRIANGLES;
   4.263 +		break;
   4.264 +	default:
   4.265 +	}
   4.266 +
   4.267 +	gl.bindBuffer(gl.ARRAY_BUFFER, gl_vbuf);
   4.268 +	gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_vertex);
   4.269 +	gl.vertexAttribPointer(gl_vloc, 4, gl.FLOAT, false, 0, 0);
   4.270 +	gl.enableVertexAttribArray(gl_vloc);
   4.271 +
   4.272 +	if(gl_use_normal) {
   4.273 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_nbuf);
   4.274 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_normal);
   4.275 +		gl.vertexAttribPointer(gl_nloc, 3, gl.FLOAT, false, 0, 0);
   4.276 +		gl.enableVertexAttribArray(gl_nloc);
   4.277 +	}
   4.278 +
   4.279 +	if(gl_use_color) {
   4.280 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_cbuf);
   4.281 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_color);
   4.282 +		gl.vertexAttribPointer(gl_cloc, 4, gl.FLOAT, true, 0, 0);
   4.283 +		gl.enableVertexAttribArray(gl_cloc);
   4.284 +	}
   4.285 +
   4.286 +	if(gl_use_texcoord) {
   4.287 +		gl.bindBuffer(gl.ARRAY_BUFFER, gl_tbuf);
   4.288 +		gl.bufferSubData(gl.ARRAY_BUFFER, 0, gl_texcoord);
   4.289 +		gl.vertexAttribPointer(gl_tloc, 4, gl.FLOAT, false, 0, 0);
   4.290 +		gl.enableVertexAttribArray(gl_tloc);
   4.291 +	}
   4.292 +
   4.293 +	gl.drawArrays(gles_prim, 0, gl_nverts);
   4.294 +
   4.295 +	gl.disableVertexAttribArray(gl_vloc);
   4.296 +	if(gl_use_normal) {
   4.297 +		gl.disableVertexAttribArray(gl_nloc);
   4.298 +	}
   4.299 +	if(gl_use_color) {
   4.300 +		gl.disableVertexAttribArray(gl_cloc);
   4.301 +	}
   4.302 +	if(gl_use_texcoord) {
   4.303 +		gl.disableVertexAttribArray(gl_tloc);
   4.304 +	}
   4.305 +}
   4.306 +
   4.307 +
   4.308 +function glVertex2f(x, y)
   4.309 +{
   4.310 +	glVertex3f(x, y, 0.0);
   4.311 +}
   4.312 +
   4.313 +function glVertex3f(x, y, z)
   4.314 +{
   4.315 +	var i = 0;
   4.316 +	var vidx = gl_nverts * 4;
   4.317 +	var nidx = gl_nverts * 3;
   4.318 +
   4.319 +	if(gl_prim == GL_QUADS && gl_vert_calls % 4 == 3) {
   4.320 +		var v = vidx - 12;
   4.321 +		var n = nidx - 9;
   4.322 +
   4.323 +		for(i=0; i<4; i++) {
   4.324 +			if(gl_use_color) {
   4.325 +				gl_color[vidx] = gl_color[v];
   4.326 +			}
   4.327 +			if(gl_use_texcoord) {
   4.328 +				gl_texcoord[vidx] = gl_texcoord[v];
   4.329 +			}
   4.330 +			gl_vertex[vidx++] = gl_vertex[v++];
   4.331 +
   4.332 +			if(gl_use_normal && i < 3) {
   4.333 +				gl_normal[nidx++] = gl_normal[n++];
   4.334 +			}
   4.335 +		}
   4.336 +		v += 4;
   4.337 +		n += 3;
   4.338 +		for(i=0; i<4; i++) {
   4.339 +			if(gl_use_color) {
   4.340 +				gl_color[vidx] = gl_color[v];
   4.341 +			}
   4.342 +			if(gl_use_texcoord) {
   4.343 +				gl_texcoord[vidx] = gl_texcoord[v];
   4.344 +			}
   4.345 +			gl_vertex[vidx++] = gl_vertex[v++];
   4.346 +
   4.347 +			if(gl_use_normal && i < 3) {
   4.348 +				gl_normal[nidx++] = gl_normal[n++];
   4.349 +			}
   4.350 +		}
   4.351 +
   4.352 +		gl_nverts += 2;
   4.353 +	}
   4.354 +
   4.355 +	gl_vertex[vidx] = x;
   4.356 +	gl_vertex[vidx + 1] = y;
   4.357 +	gl_vertex[vidx + 2] = z;
   4.358 +	gl_vertex[vidx + 3] = 1.0;
   4.359 +
   4.360 +	if(gl_use_color) {
   4.361 +		gl_color[vidx] = gl_curr_color[0];
   4.362 +		gl_color[vidx + 1] = gl_curr_color[1];
   4.363 +		gl_color[vidx + 2] = gl_curr_color[2];
   4.364 +		gl_color[vidx + 3] = gl_curr_color[3];
   4.365 +	}
   4.366 +
   4.367 +	if(gl_use_normal) {
   4.368 +		gl_normal[nidx] = gl_curr_normal[0];
   4.369 +		gl_normal[nidx + 1] = gl_curr_normal[1];
   4.370 +		gl_normal[nidx + 2] = gl_curr_normal[2];
   4.371 +	}
   4.372 +
   4.373 +	if(gl_use_texcoord) {
   4.374 +		gl_texcoord[vidx] = gl_curr_texcoord[0];
   4.375 +		gl_texcoord[vidx + 1] = gl_curr_texcoord[1];
   4.376 +		gl_texcoord[vidx + 2] = gl_texcoord[vidx + 3] = 0.0;
   4.377 +	}
   4.378 +
   4.379 +	gl_vert_calls++;
   4.380 +	if(++gl_nverts >= GL_MAX_VERTS) {
   4.381 +		gl_draw_immediate();
   4.382 +		glBegin(gl_prim);	/* reset everything */
   4.383 +	}
   4.384 +}
   4.385 +
   4.386 +function glNormal3f(x, y, z)
   4.387 +{
   4.388 +	gl_curr_normal[0] = x;
   4.389 +	gl_curr_normal[1] = y;
   4.390 +	gl_curr_normal[3] = z;
   4.391 +}
   4.392 +
   4.393 +function glColor3f(r, g, b)
   4.394 +{
   4.395 +	gl_curr_color[0] = r;
   4.396 +	gl_curr_color[1] = g;
   4.397 +	gl_curr_color[2] = b;
   4.398 +	gl_curr_color[3] = 1.0;
   4.399 +}
   4.400 +
   4.401 +function glColor4f(r, g, b, a)
   4.402 +{
   4.403 +	gl_curr_color[0] = r;
   4.404 +	gl_curr_color[1] = g;
   4.405 +	gl_curr_color[2] = b;
   4.406 +	gl_curr_color[3] = a;
   4.407 +}
   4.408 +
   4.409 +function glTexCoord1f(s)
   4.410 +{
   4.411 +	gl_curr_texcoord[0] = s;
   4.412 +	gl_curr_texcoord[1] = 0.0;
   4.413 +}
   4.414 +
   4.415 +function glTexCoord2f(s, t)
   4.416 +{
   4.417 +	gl_curr_texcoord[0] = s;
   4.418 +	gl_curr_texcoord[1] = t;
   4.419 +}
     5.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     5.2 +++ b/vmath.js	Wed Jun 15 20:04:49 2011 +0300
     5.3 @@ -0,0 +1,206 @@
     5.4 +/*
     5.5 +libvmath javascript port (original C version: http://gfxtools.sourceforge.net)
     5.6 +Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
     5.7 +
     5.8 +This program is free software: you can redistribute it and/or modify
     5.9 +it under the terms of the GNU General Public License as published by
    5.10 +the Free Software Foundation, either version 3 of the License, or
    5.11 +(at your option) any later version.
    5.12 +
    5.13 +This program is distributed in the hope that it will be useful,
    5.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    5.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    5.16 +GNU General Public License for more details.
    5.17 +
    5.18 +You should have received a copy of the GNU General Public License
    5.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    5.20 +*/
    5.21 +
    5.22 +function v3_cons(res, x, y, z)
    5.23 +{
    5.24 +	res[0] = x;
    5.25 +	res[1] = y;
    5.26 +	res[2] = z;
    5.27 +}
    5.28 +
    5.29 +function v3_add(res, a, b)
    5.30 +{
    5.31 +	res[0] = a[0] + b[0];
    5.32 +	res[1] = a[1] + b[1];
    5.33 +	res[2] = a[2] + b[2];
    5.34 +}
    5.35 +
    5.36 +function v3_sub(res, a, b)
    5.37 +{
    5.38 +	res[0] = a[0] - b[0];
    5.39 +	res[1] = a[1] - b[1];
    5.40 +	res[2] = a[2] - b[2];
    5.41 +}
    5.42 +
    5.43 +function v3_mul(res, a, b)
    5.44 +{
    5.45 +	res[0] = a[0] * b[0];
    5.46 +	res[1] = a[1] * b[1];
    5.47 +	res[2] = a[2] * b[2];
    5.48 +}
    5.49 +
    5.50 +function v3_div(res, a, b)
    5.51 +{
    5.52 +	res[0] = a[0] / b[0];
    5.53 +	res[1] = a[1] / b[1];
    5.54 +	res[2] = a[2] / b[2];
    5.55 +}
    5.56 +
    5.57 +function v3_dot(a, b)
    5.58 +{
    5.59 +	return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
    5.60 +}
    5.61 +
    5.62 +function v3_cross(res, a, b)
    5.63 +{
    5.64 +	res[0] = a[1] * b[2] - a[2] * b[1];
    5.65 +	res[1] = a[2] * b[0] - a[0] * b[2];
    5.66 +	res[2] = a[0] * b[1] - a[1] * b[0];
    5.67 +}
    5.68 +
    5.69 +function v3_length(v)
    5.70 +{
    5.71 +	return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
    5.72 +}
    5.73 +
    5.74 +function v3_length_sq(v)
    5.75 +{
    5.76 +	return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
    5.77 +}
    5.78 +
    5.79 +function v3_normalize(v)
    5.80 +{
    5.81 +	var len = v3_length(v);
    5.82 +	v[0] /= len;
    5.83 +	v[1] /= len;
    5.84 +	v[2] /= len;
    5.85 +}
    5.86 +
    5.87 +function v3_transform(res, v, m)
    5.88 +{
    5.89 +	res[0] = v[0] * m[0] + v[1] * m[1] + v[2] * m[2] + m[3];
    5.90 +	res[1] = v[0] * m[4] + v[1] * m[5] + v[2] * m[6] + m[7];
    5.91 +	res[3] = v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11];
    5.92 +}
    5.93 +
    5.94 +/* --- matrix 4x4 --- */
    5.95 +
    5.96 +function m4_cons(res, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, ma, mb, mc, md, me, mf)
    5.97 +{
    5.98 +	res[0] = m0;
    5.99 +	res[1] = m1;
   5.100 +	res[2] = m2;
   5.101 +	res[3] = m3;
   5.102 +	res[4] = m4;
   5.103 +	res[5] = m5;
   5.104 +	res[6] = m6;
   5.105 +	res[7] = m7;
   5.106 +	res[8] = m8;
   5.107 +	res[9] = m9;
   5.108 +	res[10] = ma;
   5.109 +	res[11] = mb;
   5.110 +	res[12] = mc;
   5.111 +	res[13] = md;
   5.112 +	res[14] = me;
   5.113 +	res[15] = mf;
   5.114 +}
   5.115 +
   5.116 +function m4_identity(res)
   5.117 +{
   5.118 +	res[0] = res[5] = res[10] = res[15] = 1.0;
   5.119 +	res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0;
   5.120 +	res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0;
   5.121 +}
   5.122 +
   5.123 +function m4_copy(res, m)
   5.124 +{
   5.125 +	res[0] = m[0]; res[1] = m[1]; res[2] = m[2]; res[3] = m[3];
   5.126 +	res[4] = m[4]; res[5] = m[5]; res[6] = m[6]; res[7] = m[7];
   5.127 +	res[8] = m[8]; res[9] = m[9]; res[10] = m[10]; res[11] = m[11];
   5.128 +	res[12] = m[12]; res[13] = m[13]; res[14] = m[14]; res[15] = m[15];
   5.129 +}
   5.130 +
   5.131 +function m4_mul(res, a, b)
   5.132 +{
   5.133 +	var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
   5.134 +	var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
   5.135 +	var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
   5.136 +	var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
   5.137 +	var b00 = b[0], b01 = b[1], b02 = b[2], b03 = b[3];
   5.138 +	var b10 = b[4], b11 = b[5], b12 = b[6], b13 = b[7];
   5.139 +	var b20 = b[8], b21 = b[9], b22 = b[10], b23 = b[11];
   5.140 +	var b30 = b[12], b31 = b[13], b32 = b[14], b33 = b[15];
   5.141 +
   5.142 +	res[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
   5.143 +	res[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
   5.144 +	res[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
   5.145 +	res[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
   5.146 +	res[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
   5.147 +	res[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
   5.148 +	res[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
   5.149 +	res[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
   5.150 +	res[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
   5.151 +	res[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
   5.152 +	res[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
   5.153 +	res[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
   5.154 +	res[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
   5.155 +	res[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
   5.156 +	res[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
   5.157 +	res[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
   5.158 +}
   5.159 +
   5.160 +function m4_translation(res, x, y, z)
   5.161 +{
   5.162 +	res[0] = res[5] = res[10] = res[15] = 1.0;
   5.163 +	res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = res[8] = res[9] = res[11] = 0.0;
   5.164 +	res[12] = x;
   5.165 +	res[13] = y;
   5.166 +	res[14] = z;
   5.167 +}
   5.168 +
   5.169 +function m4_rotation(res, angle, x, y, z)
   5.170 +{
   5.171 +	var sina = Math.sin(angle);
   5.172 +	var cosa = Math.cos(angle);
   5.173 +	var one_minus_cosa = 1.0 - cosa;
   5.174 +	var nxsq = x * x;
   5.175 +	var nysq = y * y;
   5.176 +	var nzsq = z * z;
   5.177 +
   5.178 +	res[0] = nxsq + (1.0 - nxsq) * cosa;
   5.179 +	res[4] = x * y * one_minus_cosa - z * sina;
   5.180 +	res[8] = x * z * one_minus_cosa + y * sina;
   5.181 +	res[1] = x * y * one_minus_cosa + z * sina;
   5.182 +	res[5] = nysq + (1.0 - nysq) * cosa;
   5.183 +	res[9] = y * z * one_minus_cosa - x * sina;
   5.184 +	res[2] = x * z * one_minus_cosa - y * sina;
   5.185 +	res[6] = y * z * one_minus_cosa + x * sina;
   5.186 +	res[10] = nzsq + (1.0 - nzsq) * cosa;
   5.187 +
   5.188 +	res[3] = res[7] = res[11] = res[12] = res[13] = res[14] = 0.0;
   5.189 +	res[15] = 1.0;
   5.190 +}
   5.191 +
   5.192 +function m4_scale(res, x, y, z)
   5.193 +{
   5.194 +	res[0] = x;
   5.195 +	res[5] = y;
   5.196 +	res[10] = z;
   5.197 +	res[15] = 1.0;
   5.198 +	res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0;
   5.199 +	res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0;
   5.200 +}
   5.201 +
   5.202 +function m4_string(mat)
   5.203 +{
   5.204 +	return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ']\n' +
   5.205 +		'['+ mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + ']\n' +
   5.206 +		'['+ mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + ']\n' +
   5.207 +		'['+ mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']\n';
   5.208 +
   5.209 +}