diff options
author | Jukka Jylänki <jujjyl@gmail.com> | 2014-01-03 23:49:17 +0200 |
---|---|---|
committer | Jukka Jylänki <jujjyl@gmail.com> | 2014-01-09 20:05:42 +0200 |
commit | f4d8baa64b17a07aeece98a1b6db3bfb9ca0203c (patch) | |
tree | 176cdfb6bef3d4e48768577b7bc6d38fe2f24131 | |
parent | e158bd1e5d861f82efa84ce427034fb0098b6e2f (diff) |
Simplify verbose object dereference chains in GL library by consistently using the global name GLImmediate over the GL.immediate form.
-rw-r--r-- | src/library_gl.js | 622 |
1 files changed, 311 insertions, 311 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index 1c57dd9e..57aba36c 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -1348,7 +1348,7 @@ var LibraryGL = { #endif #if LEGACY_GL_EMULATION if (target == Module.ctx.ARRAY_BUFFER) { - GL.immediate.lastArrayBuffer = GL.currArrayBuffer = buffer; + GLImmediate.lastArrayBuffer = GL.currArrayBuffer = buffer; } else if (target == Module.ctx.ELEMENT_ARRAY_BUFFER) { GL.currElementArrayBuffer = buffer; } @@ -1788,7 +1788,7 @@ var LibraryGL = { _glEnable = function _glEnable(cap) { // Clean up the renderer on any change to the rendering state. The optimization of // skipping renderer setup is aimed at the case of multiple glDraw* right after each other - if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup(); + if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); if (cap == 0x0B60 /* GL_FOG */) { if (GLEmulation.fogEnabled != true) { GL.immediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use. @@ -1811,7 +1811,7 @@ var LibraryGL = { var glDisable = _glDisable; _glDisable = function _glDisable(cap) { - if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup(); + if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); if (cap == 0x0B60 /* GL_FOG */) { if (GLEmulation.fogEnabled != false) { GL.immediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use. @@ -1844,7 +1844,7 @@ var LibraryGL = { _glGetBooleanv = function _glGetBooleanv(pname, p) { var attrib = GLEmulation.getAttributeFromCapability(pname); if (attrib !== null) { - var result = GL.immediate.enabledClientAttributes[attrib]; + var result = GLImmediate.enabledClientAttributes[attrib]; {{{ makeSetValue('p', '0', 'result === true ? 1 : 0', 'i8') }}}; return; } @@ -1998,7 +1998,7 @@ var LibraryGL = { if (need_mm && !has_mm) source = 'uniform mat4 u_modelView; \n' + source; if (need_pm && !has_pm) source = 'uniform mat4 u_projection; \n' + source; GL.shaderInfos[shader].ftransform = need_pm || need_mm || need_pv; // we will need to provide the fixed function stuff as attributes and uniforms - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { // XXX To handle both regular texture mapping and cube mapping, we use vec4 for tex coordinates. var old = source; var need_vtc = source.search('v_texCoord' + i) == -1; @@ -2036,7 +2036,7 @@ var LibraryGL = { } source = ensurePrecision(source); } else { // Fragment shader - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { var old = source; source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i); if (source != old) { @@ -2125,7 +2125,7 @@ var LibraryGL = { if (GL.currProgram != program) { GL.immediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that. GL.currProgram = program; - GL.immediate.fixedFunctionProgram = 0; + GLImmediate.fixedFunctionProgram = 0; glUseProgram(program); } } @@ -2172,11 +2172,11 @@ var LibraryGL = { var glGetFloatv = _glGetFloatv; _glGetFloatv = function _glGetFloatv(pname, params) { if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX - HEAPF32.set(GL.immediate.matrix[0/*m*/], params >> 2); + HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2); } else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX - HEAPF32.set(GL.immediate.matrix[1/*p*/], params >> 2); + HEAPF32.set(GLImmediate.matrix[1/*p*/], params >> 2); } else if (pname == 0x0BA8) { // GL_TEXTURE_MATRIX - HEAPF32.set(GL.immediate.matrix[2/*t*/ + GL.immediate.clientActiveTexture], params >> 2); + HEAPF32.set(GLImmediate.matrix[2/*t*/ + GLImmediate.clientActiveTexture], params >> 2); } else if (pname == 0x0B66) { // GL_FOG_COLOR HEAPF32.set(GLEmulation.fogColor, params >> 2); } else if (pname == 0x0B63) { // GL_FOG_START @@ -2232,13 +2232,13 @@ var LibraryGL = { #endif // Fall through: case 0x8078: // GL_TEXTURE_COORD_ARRAY - attrib = GL.immediate.TEXTURE0 + GL.immediate.clientActiveTexture; break; + attrib = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture; break; case 0x8074: // GL_VERTEX_ARRAY - attrib = GL.immediate.VERTEX; break; + attrib = GLImmediate.VERTEX; break; case 0x8075: // GL_NORMAL_ARRAY - attrib = GL.immediate.NORMAL; break; + attrib = GLImmediate.NORMAL; break; case 0x8076: // GL_COLOR_ARRAY - attrib = GL.immediate.COLOR; break; + attrib = GLImmediate.COLOR; break; } return attrib; }, @@ -2321,7 +2321,7 @@ var LibraryGL = { // See comment in GLEmulation.init() #if FULL_ES2 == 0 - $GLImmediate__postset: 'GL.immediate.setupFuncs(); Browser.moduleContextCreatedCallbacks.push(function() { GL.immediate.init() });', + $GLImmediate__postset: 'GLImmediate.setupFuncs(); Browser.moduleContextCreatedCallbacks.push(function() { GLImmediate.init() });', #endif $GLImmediate__deps: ['$Browser', '$GL', '$GLEmulation'], $GLImmediate: { @@ -2739,7 +2739,7 @@ var LibraryGL = { } this.invalidateKey = function() { this.key0 = -1; // The key of this texture unit must be recomputed when rendering the next time. - GL.immediate.currentRenderer = null; // The currently used renderer must be re-evaluated at next render. + GLImmediate.currentRenderer = null; // The currently used renderer must be re-evaluated at next render. } this.traverseState = function(keyView) { if (this.key0 == -1) { @@ -3110,25 +3110,25 @@ var LibraryGL = { switch (cap) { case GL_TEXTURE_1D: if (!cur.enabled_tex1D) { - GL.immediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. + GLImmediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. cur.enabled_tex1D = true; } break; case GL_TEXTURE_2D: if (!cur.enabled_tex2D) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_tex2D = true; } break; case GL_TEXTURE_3D: if (!cur.enabled_tex3D) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_tex3D = true; } break; case GL_TEXTURE_CUBE_MAP: if (!cur.enabled_texCube) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_texCube = true; } break; @@ -3140,25 +3140,25 @@ var LibraryGL = { switch (cap) { case GL_TEXTURE_1D: if (cur.enabled_tex1D) { - GL.immediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. + GLImmediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. cur.enabled_tex1D = false; } break; case GL_TEXTURE_2D: if (cur.enabled_tex2D) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_tex2D = false; } break; case GL_TEXTURE_3D: if (cur.enabled_tex3D) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_tex3D = false; } break; case GL_TEXTURE_CUBE_MAP: if (cur.enabled_texCube) { - GL.immediate.currentRenderer = null; + GLImmediate.currentRenderer = null; cur.enabled_texCube = false; } break; @@ -3431,8 +3431,8 @@ var LibraryGL = { } // return a renderer object given the liveClientAttributes // we maintain a cache of renderers, optimized to not generate garbage - var attributes = GL.immediate.liveClientAttributes; - var cacheMap = GL.immediate.rendererCache; + var attributes = GLImmediate.liveClientAttributes; + var cacheMap = GLImmediate.rendererCache; var temp; var keyView = cacheMap.getStaticKeyView().reset(); @@ -3463,7 +3463,7 @@ var LibraryGL = { // By cur program: keyView.next(GL.currProgram); if (!GL.currProgram) { - GL.immediate.TexEnvJIT.traverseState(keyView); + GLImmediate.TexEnvJIT.traverseState(keyView); } // If we don't already have it, create it. @@ -3484,14 +3484,14 @@ var LibraryGL = { createRenderer: function createRenderer(renderer) { var useCurrProgram = !!GL.currProgram; var hasTextures = false; - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { - var texAttribName = GL.immediate.TEXTURE0 + i; - if (!GL.immediate.enabledClientAttributes[texAttribName]) + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { + var texAttribName = GLImmediate.TEXTURE0 + i; + if (!GLImmediate.enabledClientAttributes[texAttribName]) continue; #if ASSERTIONS if (!useCurrProgram) { - if (GL.immediate.TexEnvJIT.getTexUnitType(i) == 0) { + if (GLImmediate.TexEnvJIT.getTexUnitType(i) == 0) { Runtime.warnOnce("GL_TEXTURE" + i + " coords are supplied, but that texture unit is disabled in the fixed-function pipeline."); } } @@ -3507,7 +3507,7 @@ var LibraryGL = { var aTexCoordPrefix = 'a_texCoord'; var vTexCoordPrefix = 'v_texCoord'; var vPrimColor = 'v_color'; - var uTexMatrixPrefix = GL.immediate.useTextureMatrix ? 'u_textureMatrix' : null; + var uTexMatrixPrefix = GLImmediate.useTextureMatrix ? 'u_textureMatrix' : null; if (useCurrProgram) { if (GL.shaderInfos[GL.programShaders[GL.currProgram][0]].type == Module.ctx.VERTEX_SHADER) { @@ -3541,14 +3541,14 @@ var LibraryGL = { } } - GL.immediate.TexEnvJIT.setGLSLVars(uTexUnitPrefix, vTexCoordPrefix, vPrimColor, uTexMatrixPrefix); - var fsTexEnvPass = GL.immediate.TexEnvJIT.genAllPassLines('gl_FragColor', 2); + GLImmediate.TexEnvJIT.setGLSLVars(uTexUnitPrefix, vTexCoordPrefix, vPrimColor, uTexMatrixPrefix); + var fsTexEnvPass = GLImmediate.TexEnvJIT.genAllPassLines('gl_FragColor', 2); var texUnitAttribList = ''; var texUnitVaryingList = ''; var texUnitUniformList = ''; var vsTexCoordInits = ''; - this.usedTexUnitList = GL.immediate.TexEnvJIT.getUsedTexUnitList(); + this.usedTexUnitList = GLImmediate.TexEnvJIT.getUsedTexUnitList(); for (var i = 0; i < this.usedTexUnitList.length; i++) { var texUnit = this.usedTexUnitList[i]; texUnitAttribList += 'attribute vec4 ' + aTexCoordPrefix + texUnit + ';\n'; @@ -3556,7 +3556,7 @@ var LibraryGL = { texUnitUniformList += 'uniform sampler2D ' + uTexUnitPrefix + texUnit + ';\n'; vsTexCoordInits += ' ' + vTexCoordPrefix + texUnit + ' = ' + aTexCoordPrefix + texUnit + ';\n'; - if (GL.immediate.useTextureMatrix) { + if (GLImmediate.useTextureMatrix) { texUnitUniformList += 'uniform mat4 ' + uTexMatrixPrefix + texUnit + ';\n'; } } @@ -3639,12 +3639,12 @@ var LibraryGL = { // code can submit attributes to any generated FFP shader without having to examine each shader in turn. // These prespecified locations are only assumed if GL_FFP_ONLY is specified, since user could also create their // own shaders that didn't have attributes in the same locations. - Module.ctx.bindAttribLocation(this.program, GL.immediate.VERTEX, 'a_position'); - Module.ctx.bindAttribLocation(this.program, GL.immediate.COLOR, 'a_color'); - Module.ctx.bindAttribLocation(this.program, GL.immediate.NORMAL, 'a_normal'); - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { - Module.ctx.bindAttribLocation(this.program, GL.immediate.TEXTURE0 + i, 'a_texCoord'+i); - Module.ctx.bindAttribLocation(this.program, GL.immediate.TEXTURE0 + i, aTexCoordPrefix+i); + Module.ctx.bindAttribLocation(this.program, GLImmediate.VERTEX, 'a_position'); + Module.ctx.bindAttribLocation(this.program, GLImmediate.COLOR, 'a_color'); + Module.ctx.bindAttribLocation(this.program, GLImmediate.NORMAL, 'a_normal'); + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { + Module.ctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, 'a_texCoord'+i); + Module.ctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, aTexCoordPrefix+i); } Module.ctx.linkProgram(this.program); } @@ -3657,8 +3657,8 @@ var LibraryGL = { this.texCoordLocations = []; - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { - if (!GL.immediate.enabledClientAttributes[GL.immediate.TEXTURE0 + i]) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { + if (!GLImmediate.enabledClientAttributes[GLImmediate.TEXTURE0 + i]) { this.texCoordLocations[i] = -1; continue; } @@ -3685,7 +3685,7 @@ var LibraryGL = { } this.textureMatrixLocations = []; - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { this.textureMatrixLocations[i] = Module.ctx.getUniformLocation(this.program, 'u_textureMatrix' + i); } this.colorLocation = Module.ctx.getAttribLocation(this.program, 'a_color'); @@ -3695,8 +3695,8 @@ var LibraryGL = { this.projectionLocation = Module.ctx.getUniformLocation(this.program, 'u_projection'); this.hasTextures = hasTextures; - this.hasNormal = GL.immediate.enabledClientAttributes[GL.immediate.NORMAL] && - GL.immediate.clientAttributes[GL.immediate.NORMAL].size > 0 && + this.hasNormal = GLImmediate.enabledClientAttributes[GLImmediate.NORMAL] && + GLImmediate.clientAttributes[GLImmediate.NORMAL].size > 0 && this.normalLocation >= 0; this.hasColor = (this.colorLocation === 0) || this.colorLocation > 0; @@ -3714,8 +3714,8 @@ var LibraryGL = { // Calculate the array buffer var arrayBuffer; if (!GL.currArrayBuffer) { - var start = GL.immediate.firstVertex*GL.immediate.stride; - var end = GL.immediate.lastVertex*GL.immediate.stride; + var start = GLImmediate.firstVertex*GLImmediate.stride; + var end = GLImmediate.lastVertex*GLImmediate.stride; #if ASSERTIONS assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); #endif @@ -3729,85 +3729,85 @@ var LibraryGL = { // If the array buffer is unchanged and the renderer as well, then we can avoid all the work here // XXX We use some heuristics here, and this may not work in all cases. Try disabling GL_UNSAFE_OPTS if you // have odd glitches - var lastRenderer = GL.immediate.lastRenderer; + var lastRenderer = GLImmediate.lastRenderer; var canSkip = this == lastRenderer && - arrayBuffer == GL.immediate.lastArrayBuffer && - (GL.currProgram || this.program) == GL.immediate.lastProgram && - GL.immediate.stride == GL.immediate.lastStride && - !GL.immediate.matricesModified; + arrayBuffer == GLImmediate.lastArrayBuffer && + (GL.currProgram || this.program) == GLImmediate.lastProgram && + GLImmediate.stride == GLImmediate.lastStride && + !GLImmediate.matricesModified; if (!canSkip && lastRenderer) lastRenderer.cleanup(); #endif if (!GL.currArrayBuffer) { // Bind the array buffer and upload data after cleaning up the previous renderer - if (arrayBuffer != GL.immediate.lastArrayBuffer) { + if (arrayBuffer != GLImmediate.lastArrayBuffer) { Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, arrayBuffer); - GL.immediate.lastArrayBuffer = arrayBuffer; + GLImmediate.lastArrayBuffer = arrayBuffer; } - Module.ctx.bufferSubData(Module.ctx.ARRAY_BUFFER, start, GL.immediate.vertexData.subarray(start >> 2, end >> 2)); + Module.ctx.bufferSubData(Module.ctx.ARRAY_BUFFER, start, GLImmediate.vertexData.subarray(start >> 2, end >> 2)); } #if GL_UNSAFE_OPTS if (canSkip) return; - GL.immediate.lastRenderer = this; - GL.immediate.lastProgram = GL.currProgram || this.program; - GL.immediate.lastStride == GL.immediate.stride; - GL.immediate.matricesModified = false; + GLImmediate.lastRenderer = this; + GLImmediate.lastProgram = GL.currProgram || this.program; + GLImmediate.lastStride == GLImmediate.stride; + GLImmediate.matricesModified = false; #endif if (!GL.currProgram) { - if (GL.immediate.fixedFunctionProgram != this.program) { + if (GLImmediate.fixedFunctionProgram != this.program) { Module.ctx.useProgram(this.program); - GL.immediate.fixedFunctionProgram = this.program; + GLImmediate.fixedFunctionProgram = this.program; } } - if (this.modelViewLocation && this.modelViewMatrixVersion != GL.immediate.matrixVersion[0/*m*/]) { - this.modelViewMatrixVersion = GL.immediate.matrixVersion[0/*m*/]; - Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix[0/*m*/]); + if (this.modelViewLocation && this.modelViewMatrixVersion != GLImmediate.matrixVersion[0/*m*/]) { + this.modelViewMatrixVersion = GLImmediate.matrixVersion[0/*m*/]; + Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GLImmediate.matrix[0/*m*/]); } - if (this.projectionLocation && this.projectionMatrixVersion != GL.immediate.matrixVersion[1/*p*/]) { - this.projectionMatrixVersion = GL.immediate.matrixVersion[1/*p*/]; - Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix[1/*p*/]); + if (this.projectionLocation && this.projectionMatrixVersion != GLImmediate.matrixVersion[1/*p*/]) { + this.projectionMatrixVersion = GLImmediate.matrixVersion[1/*p*/]; + Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GLImmediate.matrix[1/*p*/]); } - var clientAttributes = GL.immediate.clientAttributes; - var posAttr = clientAttributes[GL.immediate.VERTEX]; + var clientAttributes = GLImmediate.clientAttributes; + var posAttr = clientAttributes[GLImmediate.VERTEX]; #if GL_ASSERTIONS - GL.validateVertexAttribPointer(posAttr.size, posAttr.type, GL.immediate.stride, clientAttributes[GL.immediate.VERTEX].offset); + GL.validateVertexAttribPointer(posAttr.size, posAttr.type, GLImmediate.stride, clientAttributes[GLImmediate.VERTEX].offset); #endif #if GL_FFP_ONLY if (!GL.currArrayBuffer) { - Module.ctx.vertexAttribPointer(GL.immediate.VERTEX, posAttr.size, posAttr.type, false, GL.immediate.stride, posAttr.offset); - GL.enableVertexAttribArray(GL.immediate.VERTEX); + Module.ctx.vertexAttribPointer(GLImmediate.VERTEX, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset); + GL.enableVertexAttribArray(GLImmediate.VERTEX); if (this.hasNormal) { - var normalAttr = clientAttributes[GL.immediate.NORMAL]; - Module.ctx.vertexAttribPointer(GL.immediate.NORMAL, normalAttr.size, normalAttr.type, true, GL.immediate.stride, normalAttr.offset); - GL.enableVertexAttribArray(GL.immediate.NORMAL); + var normalAttr = clientAttributes[GLImmediate.NORMAL]; + Module.ctx.vertexAttribPointer(GLImmediate.NORMAL, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset); + GL.enableVertexAttribArray(GLImmediate.NORMAL); } } #else - Module.ctx.vertexAttribPointer(this.positionLocation, posAttr.size, posAttr.type, false, GL.immediate.stride, posAttr.offset); + Module.ctx.vertexAttribPointer(this.positionLocation, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset); Module.ctx.enableVertexAttribArray(this.positionLocation); if (this.hasNormal) { - var normalAttr = clientAttributes[GL.immediate.NORMAL]; + var normalAttr = clientAttributes[GLImmediate.NORMAL]; #if GL_ASSERTIONS - GL.validateVertexAttribPointer(normalAttr.size, normalAttr.type, GL.immediate.stride, normalAttr.offset); + GL.validateVertexAttribPointer(normalAttr.size, normalAttr.type, GLImmediate.stride, normalAttr.offset); #endif - Module.ctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GL.immediate.stride, normalAttr.offset); + Module.ctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset); Module.ctx.enableVertexAttribArray(this.normalLocation); } #endif if (this.hasTextures) { - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { #if GL_FFP_ONLY if (!GL.currArrayBuffer) { - var attribLoc = GL.immediate.TEXTURE0+i; + var attribLoc = GLImmediate.TEXTURE0+i; var texAttr = clientAttributes[attribLoc]; if (texAttr.size) { - Module.ctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GL.immediate.stride, texAttr.offset); + Module.ctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset); GL.enableVertexAttribArray(attribLoc); } else { // These two might be dangerous, but let's try them. @@ -3818,13 +3818,13 @@ var LibraryGL = { #else var attribLoc = this.texCoordLocations[i]; if (attribLoc === undefined || attribLoc < 0) continue; - var texAttr = clientAttributes[GL.immediate.TEXTURE0+i]; + var texAttr = clientAttributes[GLImmediate.TEXTURE0+i]; if (texAttr.size) { #if GL_ASSERTIONS - GL.validateVertexAttribPointer(texAttr.size, texAttr.type, GL.immediate.stride, texAttr.offset); + GL.validateVertexAttribPointer(texAttr.size, texAttr.type, GLImmediate.stride, texAttr.offset); #endif - Module.ctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GL.immediate.stride, texAttr.offset); + Module.ctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset); Module.ctx.enableVertexAttribArray(attribLoc); } else { // These two might be dangerous, but let's try them. @@ -3833,33 +3833,33 @@ var LibraryGL = { } #endif var t = 2/*t*/+i; - if (this.textureMatrixLocations[i] && this.textureMatrixVersion[t] != GL.immediate.matrixVersion[t]) { // XXX might we need this even without the condition we are currently in? - this.textureMatrixVersion[t] = GL.immediate.matrixVersion[t]; - Module.ctx.uniformMatrix4fv(this.textureMatrixLocations[i], false, GL.immediate.matrix[t]); + if (this.textureMatrixLocations[i] && this.textureMatrixVersion[t] != GLImmediate.matrixVersion[t]) { // XXX might we need this even without the condition we are currently in? + this.textureMatrixVersion[t] = GLImmediate.matrixVersion[t]; + Module.ctx.uniformMatrix4fv(this.textureMatrixLocations[i], false, GLImmediate.matrix[t]); } } } - if (GL.immediate.enabledClientAttributes[GL.immediate.COLOR]) { - var colorAttr = clientAttributes[GL.immediate.COLOR]; + if (GLImmediate.enabledClientAttributes[GLImmediate.COLOR]) { + var colorAttr = clientAttributes[GLImmediate.COLOR]; #if GL_ASSERTIONS - GL.validateVertexAttribPointer(colorAttr.size, colorAttr.type, GL.immediate.stride, colorAttr.offset); + GL.validateVertexAttribPointer(colorAttr.size, colorAttr.type, GLImmediate.stride, colorAttr.offset); #endif #if GL_FFP_ONLY if (!GL.currArrayBuffer) { - Module.ctx.vertexAttribPointer(GL.immediate.COLOR, colorAttr.size, colorAttr.type, true, GL.immediate.stride, colorAttr.offset); - GL.enableVertexAttribArray(GL.immediate.COLOR); + Module.ctx.vertexAttribPointer(GLImmediate.COLOR, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset); + GL.enableVertexAttribArray(GLImmediate.COLOR); } #else - Module.ctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GL.immediate.stride, colorAttr.offset); + Module.ctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset); Module.ctx.enableVertexAttribArray(this.colorLocation); #endif } else if (this.hasColor) { #if GL_FFP_ONLY - GL.disableVertexAttribArray(GL.immediate.COLOR); - Module.ctx.vertexAttrib4fv(GL.immediate.COLOR, GL.immediate.clientColor); + GL.disableVertexAttribArray(GLImmediate.COLOR); + Module.ctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor); #else Module.ctx.disableVertexAttribArray(this.colorLocation); - Module.ctx.vertexAttrib4fv(this.colorLocation, GL.immediate.clientColor); + Module.ctx.vertexAttrib4fv(this.colorLocation, GLImmediate.clientColor); #endif } if (this.hasFog) { @@ -3874,8 +3874,8 @@ var LibraryGL = { #if !GL_FFP_ONLY Module.ctx.disableVertexAttribArray(this.positionLocation); if (this.hasTextures) { - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { - if (GL.immediate.enabledClientAttributes[GL.immediate.TEXTURE0+i] && this.texCoordLocations[i] >= 0) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { + if (GLImmediate.enabledClientAttributes[GLImmediate.TEXTURE0+i] && this.texCoordLocations[i] >= 0) { Module.ctx.disableVertexAttribArray(this.texCoordLocations[i]); } } @@ -3891,14 +3891,14 @@ var LibraryGL = { } if (!GL.currArrayBuffer) { Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null); - GL.immediate.lastArrayBuffer = null; + GLImmediate.lastArrayBuffer = null; } #if GL_UNSAFE_OPTS - GL.immediate.lastRenderer = null; - GL.immediate.lastProgram = null; + GLImmediate.lastRenderer = null; + GLImmediate.lastProgram = null; #endif - GL.immediate.matricesModified = true; + GLImmediate.matricesModified = true; #endif } }; @@ -3911,23 +3911,23 @@ var LibraryGL = { // attributes enabled, and we use webgl-friendly modes (no GL_QUADS), then no need // for emulation _glDrawArrays = function _glDrawArrays(mode, first, count) { - if (GL.immediate.totalEnabledClientAttributes == 0 && mode <= 6) { + if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6) { Module.ctx.drawArrays(mode, first, count); return; } - GL.immediate.prepareClientAttributes(count, false); - GL.immediate.mode = mode; + GLImmediate.prepareClientAttributes(count, false); + GLImmediate.mode = mode; if (!GL.currArrayBuffer) { - GL.immediate.vertexData = {{{ makeHEAPView('F32', 'GL.immediate.vertexPointer', 'GL.immediate.vertexPointer + (first+count)*GL.immediate.stride') }}}; // XXX assuming float - GL.immediate.firstVertex = first; - GL.immediate.lastVertex = first + count; + GLImmediate.vertexData = {{{ makeHEAPView('F32', 'GLImmediate.vertexPointer', 'GLImmediate.vertexPointer + (first+count)*GLImmediate.stride') }}}; // XXX assuming float + GLImmediate.firstVertex = first; + GLImmediate.lastVertex = first + count; } - GL.immediate.flush(null, first); - GL.immediate.mode = -1; + GLImmediate.flush(null, first); + GLImmediate.mode = -1; }; _glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements - if (GL.immediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) { + if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) { Module.ctx.drawElements(mode, count, type, indices); return; } @@ -3937,27 +3937,27 @@ var LibraryGL = { } console.log("DrawElements doesn't actually prepareClientAttributes properly."); #endif - GL.immediate.prepareClientAttributes(count, false); - GL.immediate.mode = mode; + GLImmediate.prepareClientAttributes(count, false); + GLImmediate.mode = mode; if (!GL.currArrayBuffer) { - GL.immediate.firstVertex = end ? start : TOTAL_MEMORY; // if we don't know the start, set an invalid value and we will calculate it later from the indices - GL.immediate.lastVertex = end ? end+1 : 0; - GL.immediate.vertexData = {{{ makeHEAPView('F32', 'GL.immediate.vertexPointer', '(end ? GL.immediate.vertexPointer + (end+1)*GL.immediate.stride : TOTAL_MEMORY)') }}}; // XXX assuming float + GLImmediate.firstVertex = end ? start : TOTAL_MEMORY; // if we don't know the start, set an invalid value and we will calculate it later from the indices + GLImmediate.lastVertex = end ? end+1 : 0; + GLImmediate.vertexData = {{{ makeHEAPView('F32', 'GLImmediate.vertexPointer', '(end ? GLImmediate.vertexPointer + (end+1)*GLImmediate.stride : TOTAL_MEMORY)') }}}; // XXX assuming float } - GL.immediate.flush(count, 0, indices); - GL.immediate.mode = -1; + GLImmediate.flush(count, 0, indices); + GLImmediate.mode = -1; }; // TexEnv stuff needs to be prepared early, so do it here. // init() is too late for -O2, since it freezes the GL functions // by that point. - GL.immediate.MapTreeLib = GL.immediate.spawnMapTreeLib(); - GL.immediate.spawnMapTreeLib = null; + GLImmediate.MapTreeLib = GLImmediate.spawnMapTreeLib(); + GLImmediate.spawnMapTreeLib = null; - GL.immediate.TexEnvJIT = GL.immediate.spawnTexEnvJIT(); - GL.immediate.spawnTexEnvJIT = null; + GLImmediate.TexEnvJIT = GLImmediate.spawnTexEnvJIT(); + GLImmediate.spawnTexEnvJIT = null; - GL.immediate.setupHooks(); + GLImmediate.setupHooks(); }, setupHooks: function() { @@ -3967,36 +3967,36 @@ var LibraryGL = { var glActiveTexture = _glActiveTexture; _glActiveTexture = function _glActiveTexture(texture) { - GL.immediate.TexEnvJIT.hook_activeTexture(texture); + GLImmediate.TexEnvJIT.hook_activeTexture(texture); glActiveTexture(texture); }; var glEnable = _glEnable; _glEnable = function _glEnable(cap) { - GL.immediate.TexEnvJIT.hook_enable(cap); + GLImmediate.TexEnvJIT.hook_enable(cap); glEnable(cap); }; var glDisable = _glDisable; _glDisable = function _glDisable(cap) { - GL.immediate.TexEnvJIT.hook_disable(cap); + GLImmediate.TexEnvJIT.hook_disable(cap); glDisable(cap); }; var glTexEnvf = (typeof(_glTexEnvf) != 'undefined') ? _glTexEnvf : function(){}; _glTexEnvf = function _glTexEnvf(target, pname, param) { - GL.immediate.TexEnvJIT.hook_texEnvf(target, pname, param); + GLImmediate.TexEnvJIT.hook_texEnvf(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvf(target, pname, param); }; var glTexEnvi = (typeof(_glTexEnvi) != 'undefined') ? _glTexEnvi : function(){}; _glTexEnvi = function _glTexEnvi(target, pname, param) { - GL.immediate.TexEnvJIT.hook_texEnvi(target, pname, param); + GLImmediate.TexEnvJIT.hook_texEnvi(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvi(target, pname, param); }; var glTexEnvfv = (typeof(_glTexEnvfv) != 'undefined') ? _glTexEnvfv : function(){}; _glTexEnvfv = function _glTexEnvfv(target, pname, param) { - GL.immediate.TexEnvJIT.hook_texEnvfv(target, pname, param); + GLImmediate.TexEnvJIT.hook_texEnvfv(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvfv(target, pname, param); }; @@ -4007,7 +4007,7 @@ var LibraryGL = { case 0x8B8D: { // GL_CURRENT_PROGRAM // Just query directly so we're working with WebGL objects. var cur = Module.ctx.getParameter(Module.ctx.CURRENT_PROGRAM); - if (cur == GL.immediate.fixedFunctionProgram) { + if (cur == GLImmediate.fixedFunctionProgram) { // Pretend we're not using a program. {{{ makeSetValue('params', '0', '0', 'i32') }}}; return; @@ -4023,7 +4023,7 @@ var LibraryGL = { initted: false, init: function() { Module.printErr('WARNING: using emscripten GL immediate mode emulation. This is very limited in what it supports'); - GL.immediate.initted = true; + GLImmediate.initted = true; if (!Module.useWebGL) return; // a 2D canvas may be currently used TODO: make sure we are actually called in that case @@ -4031,34 +4031,34 @@ var LibraryGL = { // User can override the maximum number of texture units that we emulate. Using fewer texture units increases runtime performance // slightly, so it is advantageous to choose as small value as needed. - GL.immediate.MAX_TEXTURES = Module['GL_MAX_TEXTURE_IMAGE_UNITS'] || Module.ctx.getParameter(Module.ctx.MAX_TEXTURE_IMAGE_UNITS); - GL.immediate.NUM_ATTRIBUTES = 3 /*pos+normal+color attributes*/ + GL.immediate.MAX_TEXTURES; - GL.immediate.clientAttributes = []; + GLImmediate.MAX_TEXTURES = Module['GL_MAX_TEXTURE_IMAGE_UNITS'] || Module.ctx.getParameter(Module.ctx.MAX_TEXTURE_IMAGE_UNITS); + GLImmediate.NUM_ATTRIBUTES = 3 /*pos+normal+color attributes*/ + GLImmediate.MAX_TEXTURES; + GLImmediate.clientAttributes = []; GLEmulation.enabledClientAttribIndices = []; - for (var i = 0; i < GL.immediate.NUM_ATTRIBUTES; i++) { - GL.immediate.clientAttributes.push({}); + for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { + GLImmediate.clientAttributes.push({}); GLEmulation.enabledClientAttribIndices.push(false); } this.matrixStack[0/*m*/] = []; this.matrixStack[1/*p*/] = []; - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { this.matrixStack[2/*t*/ + i] = []; } // Initialize matrix library // When user sets a matrix, increment a 'version number' on the new data, and when rendering, submit // the matrices to the shader program only if they have an old version of the data. - GL.immediate.matrixVersion = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]; - GL.immediate.matrix[0/*m*/] = GL.immediate.matrix.lib.mat4.create(); - GL.immediate.matrixVersion[0/*m*/] = 0; - GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix[0/*m*/]); - GL.immediate.matrix[1/*p*/] = GL.immediate.matrix.lib.mat4.create(); - GL.immediate.matrixVersion[1/*p*/] = 0; - GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix[1/*p*/]); - for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { - GL.immediate.matrix[2/*t*/ + i] = GL.immediate.matrix.lib.mat4.create(); - GL.immediate.matrixVersion[2/*t*/ + i] = 0; + GLImmediate.matrixVersion = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]; + GLImmediate.matrix[0/*m*/] = GLImmediate.matrix.lib.mat4.create(); + GLImmediate.matrixVersion[0/*m*/] = 0; + GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[0/*m*/]); + GLImmediate.matrix[1/*p*/] = GLImmediate.matrix.lib.mat4.create(); + GLImmediate.matrixVersion[1/*p*/] = 0; + GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[1/*p*/]); + for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { + GLImmediate.matrix[2/*t*/ + i] = GLImmediate.matrix.lib.mat4.create(); + GLImmediate.matrixVersion[2/*t*/ + i] = 0; } // Renderer cache @@ -4084,16 +4084,16 @@ var LibraryGL = { // does not work for glBegin/End, where we generate renderer components dynamically and then // disable them ourselves, but it does help with glDrawElements/Arrays. if (!this.modifiedClientAttributes) { - GL.immediate.vertexCounter = (GL.immediate.stride * count) / 4; // XXX assuming float + GLImmediate.vertexCounter = (GLImmediate.stride * count) / 4; // XXX assuming float return; } this.modifiedClientAttributes = false; var stride = 0, start; - var attributes = GL.immediate.liveClientAttributes; + var attributes = GLImmediate.liveClientAttributes; attributes.length = 0; - for (var i = 0; i < GL.immediate.NUM_ATTRIBUTES; i++) { - if (GL.immediate.enabledClientAttributes[i]) attributes.push(GL.immediate.clientAttributes[i]); + for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { + if (GLImmediate.enabledClientAttributes[i]) attributes.push(GLImmediate.clientAttributes[i]); } attributes.sort(function(x, y) { return !x ? (!y ? 0 : 1) : (!y ? -1 : (x.pointer - y.pointer)) }); start = GL.currArrayBuffer ? 0 : attributes[0].pointer; @@ -4115,8 +4115,8 @@ var LibraryGL = { #if ASSERTIONS Runtime.warnOnce('Unpacking/restriding attributes, this is slow and dangerous'); #endif - if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE); - start = GL.immediate.restrideBuffer; + if (!GLImmediate.restrideBuffer) GLImmediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE); + start = GLImmediate.restrideBuffer; #if ASSERTIONS assert(start % 4 == 0); #endif @@ -4166,14 +4166,14 @@ var LibraryGL = { bytes = stride; } } - GL.immediate.stride = bytes; + GLImmediate.stride = bytes; if (!beginEnd) { bytes *= count; if (!GL.currArrayBuffer) { - GL.immediate.vertexPointer = start; + GLImmediate.vertexPointer = start; } - GL.immediate.vertexCounter = bytes / 4; // XXX assuming float + GLImmediate.vertexCounter = bytes / 4; // XXX assuming float } }, @@ -4187,7 +4187,7 @@ var LibraryGL = { var renderer = this.getRenderer(); // Generate index data in a format suitable for GLES 2.0/WebGL - var numVertexes = 4 * this.vertexCounter / GL.immediate.stride; + var numVertexes = 4 * this.vertexCounter / GLImmediate.stride; #if ASSERTIONS assert(numVertexes % 1 == 0, "`numVertexes` must be an integer."); #endif @@ -4195,7 +4195,7 @@ var LibraryGL = { var numIndexes = 0; if (numProvidedIndexes) { numIndexes = numProvidedIndexes; - if (!GL.currArrayBuffer && GL.immediate.firstVertex > GL.immediate.lastVertex) { + if (!GL.currArrayBuffer && GLImmediate.firstVertex > GLImmediate.lastVertex) { // Figure out the first and last vertex from the index data #if ASSERTIONS assert(!GL.currElementArrayBuffer); // If we are going to upload array buffer data, we need to find which range to @@ -4205,8 +4205,8 @@ var LibraryGL = { #endif for (var i = 0; i < numProvidedIndexes; i++) { var currIndex = {{{ makeGetValue('ptr', 'i*2', 'i16', null, 1) }}}; - GL.immediate.firstVertex = Math.min(GL.immediate.firstVertex, currIndex); - GL.immediate.lastVertex = Math.max(GL.immediate.lastVertex, currIndex+1); + GLImmediate.firstVertex = Math.min(GLImmediate.firstVertex, currIndex); + GLImmediate.lastVertex = Math.max(GLImmediate.lastVertex, currIndex+1); } } if (!GL.currElementArrayBuffer) { @@ -4220,15 +4220,15 @@ var LibraryGL = { ptr = 0; emulatedElementArrayBuffer = true; } - } else if (GL.immediate.mode > 6) { // above GL_TRIANGLE_FAN are the non-GL ES modes - if (GL.immediate.mode != 7) throw 'unsupported immediate mode ' + GL.immediate.mode; // GL_QUADS - // GL.immediate.firstVertex is the first vertex we want. Quad indexes are in the pattern + } else if (GLImmediate.mode > 6) { // above GL_TRIANGLE_FAN are the non-GL ES modes + if (GLImmediate.mode != 7) throw 'unsupported immediate mode ' + GLImmediate.mode; // GL_QUADS + // GLImmediate.firstVertex is the first vertex we want. Quad indexes are in the pattern // 0 1 2, 0 2 3, 4 5 6, 4 6 7, so we need to look at index firstVertex * 1.5 to see it. // Then since indexes are 2 bytes each, that means 3 #if ASSERTIONS - assert(GL.immediate.firstVertex % 4 == 0); + assert(GLImmediate.firstVertex % 4 == 0); #endif - ptr = GL.immediate.firstVertex*3; + ptr = GLImmediate.firstVertex*3; var numQuads = numVertexes / 4; numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern #if ASSERTIONS @@ -4243,7 +4243,7 @@ var LibraryGL = { if (numIndexes) { Module.ctx.drawElements(Module.ctx.TRIANGLES, numIndexes, Module.ctx.UNSIGNED_SHORT, ptr); } else { - Module.ctx.drawArrays(GL.immediate.mode, startIndex, numVertexes); + Module.ctx.drawArrays(GLImmediate.mode, startIndex, numVertexes); } if (emulatedElementArrayBuffer) { @@ -4256,57 +4256,57 @@ var LibraryGL = { } }, - $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GL.immediate = GLImmediate; GL.immediate.matrix.lib = ' + read('gl-matrix.js') + ';\n' }], + $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GL.immediate = GLImmediate; GLImmediate.matrix.lib = ' + read('gl-matrix.js') + ';\n' }], $GLImmediateSetup: {}, glBegin__deps: ['$GLImmediateSetup'], glBegin: function(mode) { // Push the old state: - GL.immediate.enabledClientAttributes_preBegin = GL.immediate.enabledClientAttributes; - GL.immediate.enabledClientAttributes = []; + GLImmediate.enabledClientAttributes_preBegin = GLImmediate.enabledClientAttributes; + GLImmediate.enabledClientAttributes = []; - GL.immediate.clientAttributes_preBegin = GL.immediate.clientAttributes; - GL.immediate.clientAttributes = [] - for (var i = 0; i < GL.immediate.clientAttributes_preBegin.length; i++) { - GL.immediate.clientAttributes.push({}); + GLImmediate.clientAttributes_preBegin = GLImmediate.clientAttributes; + GLImmediate.clientAttributes = [] + for (var i = 0; i < GLImmediate.clientAttributes_preBegin.length; i++) { + GLImmediate.clientAttributes.push({}); } - GL.immediate.mode = mode; - GL.immediate.vertexCounter = 0; - var components = GL.immediate.rendererComponents = []; - for (var i = 0; i < GL.immediate.NUM_ATTRIBUTES; i++) { + GLImmediate.mode = mode; + GLImmediate.vertexCounter = 0; + var components = GLImmediate.rendererComponents = []; + for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { components[i] = 0; } - GL.immediate.rendererComponentPointer = 0; - GL.immediate.vertexData = GL.immediate.tempData; + GLImmediate.rendererComponentPointer = 0; + GLImmediate.vertexData = GLImmediate.tempData; }, glEnd: function() { - GL.immediate.prepareClientAttributes(GL.immediate.rendererComponents[GL.immediate.VERTEX], true); - GL.immediate.firstVertex = 0; - GL.immediate.lastVertex = GL.immediate.vertexCounter / (GL.immediate.stride >> 2); - GL.immediate.flush(); - GL.immediate.disableBeginEndClientAttributes(); - GL.immediate.mode = -1; + GLImmediate.prepareClientAttributes(GLImmediate.rendererComponents[GLImmediate.VERTEX], true); + GLImmediate.firstVertex = 0; + GLImmediate.lastVertex = GLImmediate.vertexCounter / (GLImmediate.stride >> 2); + GLImmediate.flush(); + GLImmediate.disableBeginEndClientAttributes(); + GLImmediate.mode = -1; // Pop the old state: - GL.immediate.enabledClientAttributes = GL.immediate.enabledClientAttributes_preBegin; - GL.immediate.clientAttributes = GL.immediate.clientAttributes_preBegin; + GLImmediate.enabledClientAttributes = GLImmediate.enabledClientAttributes_preBegin; + GLImmediate.clientAttributes = GLImmediate.clientAttributes_preBegin; GL.immediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use. - GL.immediate.modifiedClientAttributes = true; + GLImmediate.modifiedClientAttributes = true; }, glVertex3f: function(x, y, z) { #if ASSERTIONS - assert(GL.immediate.mode >= 0); // must be in begin/end + assert(GLImmediate.mode >= 0); // must be in begin/end #endif - GL.immediate.vertexData[GL.immediate.vertexCounter++] = x; - GL.immediate.vertexData[GL.immediate.vertexCounter++] = y; - GL.immediate.vertexData[GL.immediate.vertexCounter++] = z || 0; + GLImmediate.vertexData[GLImmediate.vertexCounter++] = x; + GLImmediate.vertexData[GLImmediate.vertexCounter++] = y; + GLImmediate.vertexData[GLImmediate.vertexCounter++] = z || 0; #if ASSERTIONS - assert(GL.immediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE); + assert(GLImmediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE); #endif - GL.immediate.addRendererComponent(GL.immediate.VERTEX, 3, Module.ctx.FLOAT); + GLImmediate.addRendererComponent(GLImmediate.VERTEX, 3, Module.ctx.FLOAT); }, glVertex2f: 'glVertex3f', @@ -4325,11 +4325,11 @@ var LibraryGL = { glTexCoord2i: function(u, v) { #if ASSERTIONS - assert(GL.immediate.mode >= 0); // must be in begin/end + assert(GLImmediate.mode >= 0); // must be in begin/end #endif - GL.immediate.vertexData[GL.immediate.vertexCounter++] = u; - GL.immediate.vertexData[GL.immediate.vertexCounter++] = v; - GL.immediate.addRendererComponent(GL.immediate.TEXTURE0, 2, Module.ctx.FLOAT); + GLImmediate.vertexData[GLImmediate.vertexCounter++] = u; + GLImmediate.vertexData[GLImmediate.vertexCounter++] = v; + GLImmediate.addRendererComponent(GLImmediate.TEXTURE0, 2, Module.ctx.FLOAT); }, glTexCoord2f: 'glTexCoord2i', @@ -4347,19 +4347,19 @@ var LibraryGL = { a = Math.max(Math.min(a, 1), 0); // TODO: make ub the default, not f, save a few mathops - if (GL.immediate.mode >= 0) { - var start = GL.immediate.vertexCounter << 2; - GL.immediate.vertexDataU8[start + 0] = r * 255; - GL.immediate.vertexDataU8[start + 1] = g * 255; - GL.immediate.vertexDataU8[start + 2] = b * 255; - GL.immediate.vertexDataU8[start + 3] = a * 255; - GL.immediate.vertexCounter++; - GL.immediate.addRendererComponent(GL.immediate.COLOR, 4, Module.ctx.UNSIGNED_BYTE); + if (GLImmediate.mode >= 0) { + var start = GLImmediate.vertexCounter << 2; + GLImmediate.vertexDataU8[start + 0] = r * 255; + GLImmediate.vertexDataU8[start + 1] = g * 255; + GLImmediate.vertexDataU8[start + 2] = b * 255; + GLImmediate.vertexDataU8[start + 3] = a * 255; + GLImmediate.vertexCounter++; + GLImmediate.addRendererComponent(GLImmediate.COLOR, 4, Module.ctx.UNSIGNED_BYTE); } else { - GL.immediate.clientColor[0] = r; - GL.immediate.clientColor[1] = g; - GL.immediate.clientColor[2] = b; - GL.immediate.clientColor[3] = a; + GLImmediate.clientColor[0] = r; + GLImmediate.clientColor[1] = g; + GLImmediate.clientColor[2] = b; + GLImmediate.clientColor[3] = a; } }, glColor4d: 'glColor4f', @@ -4503,12 +4503,12 @@ var LibraryGL = { #endif return; } - if (!GL.immediate.enabledClientAttributes[attrib]) { - GL.immediate.enabledClientAttributes[attrib] = true; - GL.immediate.totalEnabledClientAttributes++; + if (!GLImmediate.enabledClientAttributes[attrib]) { + GLImmediate.enabledClientAttributes[attrib] = true; + GLImmediate.totalEnabledClientAttributes++; this.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed. if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1; - GL.immediate.modifiedClientAttributes = true; + GLImmediate.modifiedClientAttributes = true; } }, glDisableClientState: function(cap) { @@ -4519,57 +4519,57 @@ var LibraryGL = { #endif return; } - if (GL.immediate.enabledClientAttributes[attrib]) { - GL.immediate.enabledClientAttributes[attrib] = false; - GL.immediate.totalEnabledClientAttributes--; + if (GLImmediate.enabledClientAttributes[attrib]) { + GLImmediate.enabledClientAttributes[attrib] = false; + GLImmediate.totalEnabledClientAttributes--; this.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed. if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledClientStates[cap]; - GL.immediate.modifiedClientAttributes = true; + GLImmediate.modifiedClientAttributes = true; } }, glVertexPointer__deps: ['$GLEmulation'], // if any pointers are used, glVertexPointer must be, and if it is, then we need emulation glVertexPointer: function(size, type, stride, pointer) { - GL.immediate.setClientAttribute(GL.immediate.VERTEX, size, type, stride, pointer); + GLImmediate.setClientAttribute(GLImmediate.VERTEX, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { - Module.ctx.vertexAttribPointer(GL.immediate.VERTEX, size, type, false, stride, pointer); - GL.enableVertexAttribArray(GL.immediate.VERTEX); + Module.ctx.vertexAttribPointer(GLImmediate.VERTEX, size, type, false, stride, pointer); + GL.enableVertexAttribArray(GLImmediate.VERTEX); } #endif }, glTexCoordPointer: function(size, type, stride, pointer) { - GL.immediate.setClientAttribute(GL.immediate.TEXTURE0 + GL.immediate.clientActiveTexture, size, type, stride, pointer); + GLImmediate.setClientAttribute(GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { - var loc = GL.immediate.TEXTURE0 + GL.immediate.clientActiveTexture; + var loc = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture; Module.ctx.vertexAttribPointer(loc, size, type, false, stride, pointer); GL.enableVertexAttribArray(loc); } #endif }, glNormalPointer: function(type, stride, pointer) { - GL.immediate.setClientAttribute(GL.immediate.NORMAL, 3, type, stride, pointer); + GLImmediate.setClientAttribute(GLImmediate.NORMAL, 3, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { - Module.ctx.vertexAttribPointer(GL.immediate.NORMAL, size, type, true, stride, pointer); - GL.enableVertexAttribArray(GL.immediate.NORMAL); + Module.ctx.vertexAttribPointer(GLImmediate.NORMAL, size, type, true, stride, pointer); + GL.enableVertexAttribArray(GLImmediate.NORMAL); } #endif }, glColorPointer: function(size, type, stride, pointer) { - GL.immediate.setClientAttribute(GL.immediate.COLOR, size, type, stride, pointer); + GLImmediate.setClientAttribute(GLImmediate.COLOR, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { - Module.ctx.vertexAttribPointer(GL.immediate.COLOR, size, type, true, stride, pointer); - GL.enableVertexAttribArray(GL.immediate.COLOR); + Module.ctx.vertexAttribPointer(GLImmediate.COLOR, size, type, true, stride, pointer); + GL.enableVertexAttribArray(GLImmediate.COLOR); } #endif }, glClientActiveTexture__sig: 'vi', glClientActiveTexture: function(texture) { - GL.immediate.clientActiveTexture = texture - 0x84C0; // GL_TEXTURE0 + GLImmediate.clientActiveTexture = texture - 0x84C0; // GL_TEXTURE0 }, // Vertex array object (VAO) support. TODO: when the WebGL extension is popular, use that and remove this code and GL.vaos @@ -4601,16 +4601,16 @@ var LibraryGL = { glBindVertexArray: function(vao) { // undo vao-related things, wipe the slate clean, both for vao of 0 or an actual vao GLEmulation.currentVao = null; // make sure the commands we run here are not recorded - if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup(); + if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); _glBindBuffer(Module.ctx.ARRAY_BUFFER, 0); // XXX if one was there before we were bound? _glBindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, 0); for (var vaa in GLEmulation.enabledVertexAttribArrays) { Module.ctx.disableVertexAttribArray(vaa); } GLEmulation.enabledVertexAttribArrays = {}; - GL.immediate.enabledClientAttributes = [0, 0]; - GL.immediate.totalEnabledClientAttributes = 0; - GL.immediate.modifiedClientAttributes = true; + GLImmediate.enabledClientAttributes = [0, 0]; + GLImmediate.totalEnabledClientAttributes = 0; + GLImmediate.modifiedClientAttributes = true; if (vao) { // replay vao var info = GLEmulation.vaos[vao]; @@ -4634,132 +4634,132 @@ var LibraryGL = { glMatrixMode__deps: ['$GL', '$GLImmediateSetup', '$GLEmulation'], // emulation is not strictly needed, this is a workaround glMatrixMode: function(mode) { if (mode == 0x1700 /* GL_MODELVIEW */) { - GL.immediate.currentMatrix = 0/*m*/; + GLImmediate.currentMatrix = 0/*m*/; } else if (mode == 0x1701 /* GL_PROJECTION */) { - GL.immediate.currentMatrix = 1/*p*/; + GLImmediate.currentMatrix = 1/*p*/; } else if (mode == 0x1702) { // GL_TEXTURE - GL.immediate.useTextureMatrix = true; - GL.immediate.currentMatrix = 2/*t*/ + GL.immediate.clientActiveTexture; + GLImmediate.useTextureMatrix = true; + GLImmediate.currentMatrix = 2/*t*/ + GLImmediate.clientActiveTexture; } else { throw "Wrong mode " + mode + " passed to glMatrixMode"; } }, glPushMatrix: function() { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrixStack[GL.immediate.currentMatrix].push( - Array.prototype.slice.call(GL.immediate.matrix[GL.immediate.currentMatrix])); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrixStack[GLImmediate.currentMatrix].push( + Array.prototype.slice.call(GLImmediate.matrix[GLImmediate.currentMatrix])); }, glPopMatrix: function() { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix[GL.immediate.currentMatrix] = GL.immediate.matrixStack[GL.immediate.currentMatrix].pop(); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix[GLImmediate.currentMatrix] = GLImmediate.matrixStack[GLImmediate.currentMatrix].pop(); }, glLoadIdentity__deps: ['$GL', '$GLImmediateSetup'], glLoadIdentity: function() { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadMatrixd: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadMatrixf: function(matrix) { #if GL_DEBUG if (GL.debug) Module.printErr('glLoadMatrixf receiving: ' + Array.prototype.slice.call(HEAPF32.subarray(matrix >> 2, (matrix >> 2) + 16))); #endif - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadTransposeMatrixd: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GL.immediate.matrix[GL.immediate.currentMatrix]); - GL.immediate.matrix.lib.mat4.transpose(GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); + GLImmediate.matrix.lib.mat4.transpose(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadTransposeMatrixf: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GL.immediate.matrix[GL.immediate.currentMatrix]); - GL.immediate.matrix.lib.mat4.transpose(GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); + GLImmediate.matrix.lib.mat4.transpose(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glMultMatrixd: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], {{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}); }, glMultMatrixf: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], {{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}); }, glMultTransposeMatrixd: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - var colMajor = GL.immediate.matrix.lib.mat4.create(); - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, colMajor); - GL.immediate.matrix.lib.mat4.transpose(colMajor); - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], colMajor); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + var colMajor = GLImmediate.matrix.lib.mat4.create(); + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, colMajor); + GLImmediate.matrix.lib.mat4.transpose(colMajor); + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], colMajor); }, glMultTransposeMatrixf: function(matrix) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - var colMajor = GL.immediate.matrix.lib.mat4.create(); - GL.immediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, colMajor); - GL.immediate.matrix.lib.mat4.transpose(colMajor); - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], colMajor); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + var colMajor = GLImmediate.matrix.lib.mat4.create(); + GLImmediate.matrix.lib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, colMajor); + GLImmediate.matrix.lib.mat4.transpose(colMajor); + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], colMajor); }, glFrustum: function(left, right, bottom, top_, nearVal, farVal) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], - GL.immediate.matrix.lib.mat4.frustum(left, right, bottom, top_, nearVal, farVal)); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], + GLImmediate.matrix.lib.mat4.frustum(left, right, bottom, top_, nearVal, farVal)); }, glFrustumf: 'glFrustum', glOrtho: function(left, right, bottom, top_, nearVal, farVal) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], - GL.immediate.matrix.lib.mat4.ortho(left, right, bottom, top_, nearVal, farVal)); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], + GLImmediate.matrix.lib.mat4.ortho(left, right, bottom, top_, nearVal, farVal)); }, glOrthof: 'glOrtho', glScaled: function(x, y, z) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.scale(GL.immediate.matrix[GL.immediate.currentMatrix], [x, y, z]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.scale(GLImmediate.matrix[GLImmediate.currentMatrix], [x, y, z]); }, glScalef: 'glScaled', glTranslated: function(x, y, z) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.translate(GL.immediate.matrix[GL.immediate.currentMatrix], [x, y, z]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.translate(GLImmediate.matrix[GLImmediate.currentMatrix], [x, y, z]); }, glTranslatef: 'glTranslated', glRotated: function(angle, x, y, z) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.rotate(GL.immediate.matrix[GL.immediate.currentMatrix], angle*Math.PI/180, [x, y, z]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.rotate(GLImmediate.matrix[GLImmediate.currentMatrix], angle*Math.PI/180, [x, y, z]); }, glRotatef: 'glRotated', @@ -4840,17 +4840,17 @@ var LibraryGL = { // GLU gluPerspective: function(fov, aspect, near, far) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix[GL.immediate.currentMatrix] = - GL.immediate.matrix.lib.mat4.perspective(fov, aspect, near, far, - GL.immediate.matrix[GL.immediate.currentMatrix]); + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix[GLImmediate.currentMatrix] = + GLImmediate.matrix.lib.mat4.perspective(fov, aspect, near, far, + GLImmediate.matrix[GLImmediate.currentMatrix]); }, gluLookAt: function(ex, ey, ez, cx, cy, cz, ux, uy, uz) { - GL.immediate.matricesModified = true; - GL.immediate.matrixVersion[GL.immediate.currentMatrix] = (GL.immediate.matrixVersion[GL.immediate.currentMatrix] + 1)|0; - GL.immediate.matrix.lib.mat4.lookAt(GL.immediate.matrix[GL.immediate.currentMatrix], [ex, ey, ez], + GLImmediate.matricesModified = true; + GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; + GLImmediate.matrix.lib.mat4.lookAt(GLImmediate.matrix[GLImmediate.currentMatrix], [ex, ey, ez], [cx, cy, cz], [ux, uy, uz]); }, @@ -4859,9 +4859,9 @@ var LibraryGL = { var inVec = new Float32Array(4); var outVec = new Float32Array(4); - GL.immediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}}, + GLImmediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}}, [objX, objY, objZ, 1.0], outVec); - GL.immediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}}, + GLImmediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}}, outVec, inVec); if (inVec[3] == 0.0) { return 0 /* GL_FALSE */; @@ -4885,7 +4885,7 @@ var LibraryGL = { }, gluUnProject: function(winX, winY, winZ, model, proj, view, objX, objY, objZ) { - var result = GL.immediate.matrix.lib.mat4.unproject([winX, winY, winZ], + var result = GLImmediate.matrix.lib.mat4.unproject([winX, winY, winZ], {{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}}, {{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}}, {{{ makeHEAPView('32', 'view', 'view+' + (4*4)) }}}); |