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/> 1.8 + Everyone is permitted to copy and distribute verbatim copies 1.9 + of this license document, but changing it is not allowed. 1.10 + 1.11 + Preamble 1.12 + 1.13 + The GNU General Public License is a free, copyleft license for 1.14 +software and other kinds of works. 1.15 + 1.16 + The licenses for most software and other practical works are designed 1.17 +to take away your freedom to share and change the works. By contrast, 1.18 +the GNU General Public License is intended to guarantee your freedom to 1.19 +share and change all versions of a program--to make sure it remains free 1.20 +software for all its users. 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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 +}