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authorAlon Zakai <alonzakai@gmail.com>2014-01-09 15:28:51 -0800
committerAlon Zakai <alonzakai@gmail.com>2014-01-09 15:28:51 -0800
commitc230f7c030f968186ffa39ed33a36fd2f8f10fe2 (patch)
tree58b4cba9a8086f5a436888b8c666eca127883720 /src
parent1f73ed78c30d9d773cb482046e6f8daacf725a26 (diff)
parent84638738eeacf4abf5d2239ac2a749ea1dde59d4 (diff)
Merge pull request #1972 from juj/gl__opts
GL cleanup and optimizations.
Diffstat (limited to 'src')
-rw-r--r--src/library_browser.js2
-rw-r--r--src/library_gl.js1191
2 files changed, 605 insertions, 588 deletions
diff --git a/src/library_browser.js b/src/library_browser.js
index e0f53052..d5e35339 100644
--- a/src/library_browser.js
+++ b/src/library_browser.js
@@ -319,7 +319,7 @@ mergeInto(LibraryManager.library, {
}, false);
}
if (setInModule) {
- Module.ctx = ctx;
+ GLctx = Module.ctx = ctx;
Module.useWebGL = useWebGL;
Browser.moduleContextCreatedCallbacks.forEach(function(callback) { callback() });
Browser.init();
diff --git a/src/library_gl.js b/src/library_gl.js
index 19e64c32..0c601673 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -4,7 +4,7 @@
*/
var LibraryGL = {
- $GL__postset: 'GL.init()',
+ $GL__postset: 'var GLctx; GL.init()',
$GL: {
#if GL_DEBUG
debug: true,
@@ -22,9 +22,13 @@ var LibraryGL = {
#if FULL_ES2
clientBuffers: [],
+ currArrayBuffer: 0,
+ currElementArrayBuffer: 0,
#endif
+#if LEGACY_GL_EMULATION
currArrayBuffer: 0,
currElementArrayBuffer: 0,
+#endif
byteSizeByTypeRoot: 0x1400, // GL_BYTE
byteSizeByType: [
@@ -96,14 +100,14 @@ var LibraryGL = {
}
if (size != last) {
curr++;
- GL.tempVertexBuffers[curr] = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, GL.tempVertexBuffers[curr]);
- Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null);
- GL.tempIndexBuffers[curr] = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[curr]);
- Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
+ GL.tempVertexBuffers[curr] = GLctx.createBuffer();
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, GL.tempVertexBuffers[curr]);
+ GLctx.bufferData(GLctx.ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW);
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null);
+ GL.tempIndexBuffers[curr] = GLctx.createBuffer();
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[curr]);
+ GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW);
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null);
last = size;
}
GL.tempBufferIndexLookup[i] = curr;
@@ -111,8 +115,8 @@ var LibraryGL = {
if (quads) {
// GL_QUAD indexes can be precalculated
- GL.tempQuadIndexBuffer = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
+ GL.tempQuadIndexBuffer = GLctx.createBuffer();
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
var numIndexes = GL.MAX_TEMP_BUFFER_SIZE >> 1;
var quadIndexes = new Uint16Array(numIndexes);
var i = 0, v = 0;
@@ -131,8 +135,8 @@ var LibraryGL = {
if (i >= numIndexes) break;
v += 4;
}
- Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, quadIndexes, Module.ctx.STATIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
+ GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, quadIndexes, GLctx.STATIC_DRAW);
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null);
}
},
@@ -182,13 +186,13 @@ var LibraryGL = {
source += frag;
}
// Let's see if we need to enable the standard derivatives extension
- type = Module.ctx.getShaderParameter(GL.shaders[shader], 0x8B4F /* GL_SHADER_TYPE */);
+ type = GLctx.getShaderParameter(GL.shaders[shader], 0x8B4F /* GL_SHADER_TYPE */);
if (type == 0x8B30 /* GL_FRAGMENT_SHADER */) {
if (GL.findToken(source, "dFdx") ||
GL.findToken(source, "dFdy") ||
GL.findToken(source, "fwidth")) {
source = "#extension GL_OES_standard_derivatives : enable\n" + source;
- var extension = Module.ctx.getExtension("OES_standard_derivatives");
+ var extension = GLctx.getExtension("OES_standard_derivatives");
#if GL_DEBUG
if (!extension) {
Module.printErr("Shader attempts to use the standard derivatives extension which is not available.");
@@ -240,7 +244,7 @@ var LibraryGL = {
case 0x86A2: // GL_NUM_COMPRESSED_TEXTURE_FORMATS
// WebGL doesn't have GL_NUM_COMPRESSED_TEXTURE_FORMATS (it's obsolete since GL_COMPRESSED_TEXTURE_FORMATS returns a JS array that can be queried for length),
// so implement it ourselves to allow C++ GLES2 code get the length.
- var formats = Module.ctx.getParameter(0x86A3 /*GL_COMPRESSED_TEXTURE_FORMATS*/);
+ var formats = GLctx.getParameter(0x86A3 /*GL_COMPRESSED_TEXTURE_FORMATS*/);
ret = formats.length;
break;
case 0x8B9A: // GL_IMPLEMENTATION_COLOR_READ_TYPE
@@ -252,7 +256,7 @@ var LibraryGL = {
}
if (ret === undefined) {
- var result = Module.ctx.getParameter(name_);
+ var result = GLctx.getParameter(name_);
switch (typeof(result)) {
case "number":
ret = result;
@@ -391,7 +395,7 @@ var LibraryGL = {
default:
throw 'Invalid format (' + format + ')';
}
- internalFormat = Module.ctx.RGBA;
+ internalFormat = GLctx.RGBA;
break;
default:
throw 'Invalid type (' + type + ')';
@@ -417,13 +421,13 @@ var LibraryGL = {
enableVertexAttribArray: function enableVertexAttribArray(index) {
if (!GL.enabledClientAttribIndices[index]) {
GL.enabledClientAttribIndices[index] = true;
- Module.ctx.enableVertexAttribArray(index);
+ GLctx.enableVertexAttribArray(index);
}
},
disableVertexAttribArray: function disableVertexAttribArray(index) {
if (GL.enabledClientAttribIndices[index]) {
GL.enabledClientAttribIndices[index] = false;
- Module.ctx.disableVertexAttribArray(index);
+ GLctx.disableVertexAttribArray(index);
}
},
#endif
@@ -462,20 +466,20 @@ var LibraryGL = {
buf = GL.tempVertexBuffers[index++];
} while (used.indexOf(buf) >= 0);
used.push(buf);
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, buf);
- Module.ctx.bufferSubData(Module.ctx.ARRAY_BUFFER,
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, buf);
+ GLctx.bufferSubData(GLctx.ARRAY_BUFFER,
0,
HEAPU8.subarray(cb.ptr, cb.ptr + size));
#if GL_ASSERTIONS
GL.validateVertexAttribPointer(cb.size, cb.type, cb.stride, 0);
#endif
- Module.ctx.vertexAttribPointer(i, cb.size, cb.type, cb.normalized, cb.stride, 0);
+ GLctx.vertexAttribPointer(i, cb.size, cb.type, cb.normalized, cb.stride, 0);
}
},
postDrawHandleClientVertexAttribBindings: function postDrawHandleClientVertexAttribBindings() {
if (GL.resetBufferBinding) {
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, GL.buffers[GL.currArrayBuffer]);
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, GL.buffers[GL.currArrayBuffer]);
}
},
#endif
@@ -544,7 +548,7 @@ var LibraryGL = {
GL.miniTempBufferViews[i] = GL.miniTempBuffer.subarray(0, i+1);
}
- GL.maxVertexAttribs = Module.ctx.getParameter(Module.ctx.MAX_VERTEX_ATTRIBS);
+ GL.maxVertexAttribs = GLctx.getParameter(GLctx.MAX_VERTEX_ATTRIBS);
#if FULL_ES2
for (var i = 0; i < GL.maxVertexAttribs; i++) {
GL.clientBuffers[i] = { enabled: false, clientside: false, size: 0, type: 0, normalized: 0, stride: 0, ptr: 0 };
@@ -554,18 +558,18 @@ var LibraryGL = {
#endif
// Detect the presence of a few extensions manually, this GL interop layer itself will need to know if they exist.
- GL.compressionExt = Module.ctx.getExtension('WEBGL_compressed_texture_s3tc') ||
- Module.ctx.getExtension('MOZ_WEBGL_compressed_texture_s3tc') ||
- Module.ctx.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
+ GL.compressionExt = GLctx.getExtension('WEBGL_compressed_texture_s3tc') ||
+ GLctx.getExtension('MOZ_WEBGL_compressed_texture_s3tc') ||
+ GLctx.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
- GL.anisotropicExt = Module.ctx.getExtension('EXT_texture_filter_anisotropic') ||
- Module.ctx.getExtension('MOZ_EXT_texture_filter_anisotropic') ||
- Module.ctx.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
+ GL.anisotropicExt = GLctx.getExtension('EXT_texture_filter_anisotropic') ||
+ GLctx.getExtension('MOZ_EXT_texture_filter_anisotropic') ||
+ GLctx.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
- GL.floatExt = Module.ctx.getExtension('OES_texture_float');
+ GL.floatExt = GLctx.getExtension('OES_texture_float');
// Extension available from Firefox 26 and Google Chrome 30
- GL.instancedArraysExt = Module.ctx.getExtension('ANGLE_instanced_arrays');
+ GL.instancedArraysExt = GLctx.getExtension('ANGLE_instanced_arrays');
// These are the 'safe' feature-enabling extensions that don't add any performance impact related to e.g. debugging, and
// should be enabled by default so that client GLES2/GL code will not need to go through extra hoops to get its stuff working.
@@ -589,11 +593,11 @@ var LibraryGL = {
return false;
}
- var extensions = Module.ctx.getSupportedExtensions();
+ var extensions = GLctx.getSupportedExtensions();
for(var e in extensions) {
var ext = extensions[e].replace('MOZ_', '').replace('WEBKIT_', '');
if (automaticallyEnabledExtensions.indexOf(ext) != -1) {
- Module.ctx.getExtension(ext); // Calling .getExtension enables that extension permanently, no need to store the return value to be enabled.
+ GLctx.getExtension(ext); // Calling .getExtension enables that extension permanently, no need to store the return value to be enabled.
}
}
},
@@ -620,9 +624,9 @@ var LibraryGL = {
var utable = ptable.uniforms;
// A program's uniform table maps the string name of an uniform to an integer location of that uniform.
// The global GL.uniforms map maps integer locations to WebGLUniformLocations.
- var numUniforms = Module.ctx.getProgramParameter(p, Module.ctx.ACTIVE_UNIFORMS);
+ var numUniforms = GLctx.getProgramParameter(p, GLctx.ACTIVE_UNIFORMS);
for (var i = 0; i < numUniforms; ++i) {
- var u = Module.ctx.getActiveUniform(p, i);
+ var u = GLctx.getActiveUniform(p, i);
var name = u.name;
ptable.maxUniformLength = Math.max(ptable.maxUniformLength, name.length+1);
@@ -636,14 +640,14 @@ var LibraryGL = {
// Optimize memory usage slightly: If we have an array of uniforms, e.g. 'vec3 colors[3];', then
// only store the string 'colors' in utable, and 'colors[0]', 'colors[1]' and 'colors[2]' will be parsed as 'colors'+i.
// Note that for the GL.uniforms table, we still need to fetch the all WebGLUniformLocations for all the indices.
- var loc = Module.ctx.getUniformLocation(p, name);
+ var loc = GLctx.getUniformLocation(p, name);
var id = GL.getNewId(GL.uniforms);
utable[name] = [u.size, id];
GL.uniforms[id] = loc;
for (var j = 1; j < u.size; ++j) {
var n = name + '['+j+']';
- loc = Module.ctx.getUniformLocation(p, n);
+ loc = GLctx.getUniformLocation(p, n);
id = GL.getNewId(GL.uniforms);
GL.uniforms[id] = loc;
@@ -659,7 +663,7 @@ var LibraryGL = {
} else if (pname == 0x0cf5 /* GL_UNPACK_ALIGNMENT */) {
GL.unpackAlignment = param;
}
- Module.ctx.pixelStorei(pname, param);
+ GLctx.pixelStorei(pname, param);
},
glGetString__sig: 'ii',
@@ -670,10 +674,10 @@ var LibraryGL = {
case 0x1F00 /* GL_VENDOR */:
case 0x1F01 /* GL_RENDERER */:
case 0x1F02 /* GL_VERSION */:
- ret = allocate(intArrayFromString(Module.ctx.getParameter(name_)), 'i8', ALLOC_NORMAL);
+ ret = allocate(intArrayFromString(GLctx.getParameter(name_)), 'i8', ALLOC_NORMAL);
break;
case 0x1F03 /* GL_EXTENSIONS */:
- var exts = Module.ctx.getSupportedExtensions();
+ var exts = GLctx.getSupportedExtensions();
var gl_exts = [];
for (i in exts) {
gl_exts.push(exts[i]);
@@ -714,7 +718,7 @@ var LibraryGL = {
glGenTextures: function(n, textures) {
for (var i = 0; i < n; i++) {
var id = GL.getNewId(GL.textures);
- var texture = Module.ctx.createTexture();
+ var texture = GLctx.createTexture();
texture.name = id;
GL.textures[id] = texture;
{{{ makeSetValue('textures', 'i*4', 'id', 'i32') }}};
@@ -726,7 +730,7 @@ var LibraryGL = {
for (var i = 0; i < n; i++) {
var id = {{{ makeGetValue('textures', 'i*4', 'i32') }}};
var texture = GL.textures[id];
- Module.ctx.deleteTexture(texture);
+ GLctx.deleteTexture(texture);
texture.name = 0;
GL.textures[id] = null;
}
@@ -742,7 +746,8 @@ var LibraryGL = {
} else {
data = null;
}
- Module.ctx['compressedTexImage2D'](target, level, internalFormat, width, height, border, data);
+ // N.b. using array notation explicitly to not confuse Closure minification.
+ GLctx['compressedTexImage2D'](target, level, internalFormat, width, height, border, data);
},
glCompressedTexSubImage2D__sig: 'viiiiiiiii',
@@ -755,7 +760,7 @@ var LibraryGL = {
} else {
data = null;
}
- Module.ctx['compressedTexSubImage2D'](target, level, xoffset, yoffset, width, height, data);
+ CLctx['compressedTexSubImage2D'](target, level, xoffset, yoffset, width, height, data);
},
glTexImage2D__sig: 'viiiiiiiii',
@@ -767,7 +772,7 @@ var LibraryGL = {
} else {
pixels = null;
}
- Module.ctx.texImage2D(target, level, internalFormat, width, height, border, format, type, pixels);
+ GLctx.texImage2D(target, level, internalFormat, width, height, border, format, type, pixels);
},
glTexSubImage2D__sig: 'viiiiiiiii',
@@ -778,7 +783,7 @@ var LibraryGL = {
} else {
pixels = null;
}
- Module.ctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+ GLctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
},
glReadPixels__sig: 'viiiiiii',
@@ -802,7 +807,7 @@ var LibraryGL = {
return;
}
var totalSize = width*height*sizePerPixel;
- Module.ctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels, pixels + totalSize));
+ GLctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels, pixels + totalSize));
},
glBindTexture__sig: 'vii',
@@ -810,7 +815,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.textures, texture, 'glBindTexture', 'texture');
#endif
- Module.ctx.bindTexture(target, texture ? GL.textures[texture] : null);
+ GLctx.bindTexture(target, texture ? GL.textures[texture] : null);
},
glGetTexParameterfv__sig: 'viii',
@@ -826,27 +831,27 @@ var LibraryGL = {
glTexParameterfv__sig: 'viii',
glTexParameterfv: function(target, pname, params) {
var param = {{{ makeGetValue('params', '0', 'float') }}};
- Module.ctx.texParameterf(target, pname, param);
+ GLctx.texParameterf(target, pname, param);
},
glTexParameteriv__sig: 'viii',
glTexParameteriv: function(target, pname, params) {
var param = {{{ makeGetValue('params', '0', 'i32') }}};
- Module.ctx.texParameteri(target, pname, param);
+ GLctx.texParameteri(target, pname, param);
},
glIsTexture__sig: 'ii',
glIsTexture: function(texture) {
var texture = GL.textures[texture];
if (!texture) return 0;
- return Module.ctx.isTexture(texture);
+ return GLctx.isTexture(texture);
},
glGenBuffers__sig: 'vii',
glGenBuffers: function(n, buffers) {
for (var i = 0; i < n; i++) {
var id = GL.getNewId(GL.buffers);
- var buffer = Module.ctx.createBuffer();
+ var buffer = GLctx.createBuffer();
buffer.name = id;
GL.buffers[id] = buffer;
{{{ makeSetValue('buffers', 'i*4', 'id', 'i32') }}};
@@ -863,7 +868,7 @@ var LibraryGL = {
// correspond to existing buffer objects."
if (!buffer) continue;
- Module.ctx.deleteBuffer(buffer);
+ GLctx.deleteBuffer(buffer);
buffer.name = 0;
GL.buffers[id] = null;
@@ -874,7 +879,7 @@ var LibraryGL = {
glGetBufferParameteriv__sig: 'viii',
glGetBufferParameteriv: function(target, value, data) {
- {{{ makeSetValue('data', '0', 'Module.ctx.getBufferParameter(target, value)', 'i32') }}};
+ {{{ makeSetValue('data', '0', 'GLctx.getBufferParameter(target, value)', 'i32') }}};
},
glBufferData__sig: 'viiii',
@@ -893,26 +898,26 @@ var LibraryGL = {
usage = 0x88E8; // GL_DYNAMIC_DRAW
break;
}
- Module.ctx.bufferData(target, HEAPU8.subarray(data, data+size), usage);
+ GLctx.bufferData(target, HEAPU8.subarray(data, data+size), usage);
},
glBufferSubData__sig: 'viiii',
glBufferSubData: function(target, offset, size, data) {
- Module.ctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size));
+ GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size));
},
glIsBuffer__sig: 'ii',
glIsBuffer: function(buffer) {
var b = GL.buffers[buffer];
if (!b) return 0;
- return Module.ctx.isBuffer(b);
+ return GLctx.isBuffer(b);
},
glGenRenderbuffers__sig: 'vii',
glGenRenderbuffers: function(n, renderbuffers) {
for (var i = 0; i < n; i++) {
var id = GL.getNewId(GL.renderbuffers);
- var renderbuffer = Module.ctx.createRenderbuffer();
+ var renderbuffer = GLctx.createRenderbuffer();
renderbuffer.name = id;
GL.renderbuffers[id] = renderbuffer;
{{{ makeSetValue('renderbuffers', 'i*4', 'id', 'i32') }}};
@@ -924,7 +929,7 @@ var LibraryGL = {
for (var i = 0; i < n; i++) {
var id = {{{ makeGetValue('renderbuffers', 'i*4', 'i32') }}};
var renderbuffer = GL.renderbuffers[id];
- Module.ctx.deleteRenderbuffer(renderbuffer);
+ GLctx.deleteRenderbuffer(renderbuffer);
renderbuffer.name = 0;
GL.renderbuffers[id] = null;
}
@@ -935,19 +940,19 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.renderbuffers, renderbuffer, 'glBindRenderbuffer', 'renderbuffer');
#endif
- Module.ctx.bindRenderbuffer(target, renderbuffer ? GL.renderbuffers[renderbuffer] : null);
+ GLctx.bindRenderbuffer(target, renderbuffer ? GL.renderbuffers[renderbuffer] : null);
},
glGetRenderbufferParameteriv__sig: 'viii',
glGetRenderbufferParameteriv: function(target, pname, params) {
- {{{ makeSetValue('params', '0', 'Module.ctx.getRenderbufferParameter(target, pname)', 'i32') }}};
+ {{{ makeSetValue('params', '0', 'GLctx.getRenderbufferParameter(target, pname)', 'i32') }}};
},
glIsRenderbuffer__sig: 'ii',
glIsRenderbuffer: function(renderbuffer) {
var rb = GL.renderbuffers[renderbuffer];
if (!rb) return 0;
- return Module.ctx.isRenderbuffer(rb);
+ return GLctx.isRenderbuffer(rb);
},
glGetUniformfv__sig: 'viii',
@@ -956,7 +961,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glGetUniformfv', 'program');
GL.validateGLObjectID(GL.uniforms, location, 'glGetUniformfv', 'location');
#endif
- var data = Module.ctx.getUniform(GL.programs[program], GL.uniforms[location]);
+ var data = GLctx.getUniform(GL.programs[program], GL.uniforms[location]);
if (typeof data == 'number') {
{{{ makeSetValue('params', '0', 'data', 'float') }}};
} else {
@@ -972,7 +977,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glGetUniformiv', 'program');
GL.validateGLObjectID(GL.uniforms, location, 'glGetUniformiv', 'location');
#endif
- var data = Module.ctx.getUniform(GL.programs[program], GL.uniforms[location]);
+ var data = GLctx.getUniform(GL.programs[program], GL.uniforms[location]);
if (typeof data == 'number' || typeof data == 'boolean') {
{{{ makeSetValue('params', '0', 'data', 'i32') }}};
} else {
@@ -1023,7 +1028,7 @@ var LibraryGL = {
Module.printErr("glGetVertexAttribfv on client-side array: not supported, bad data returned");
}
#endif
- var data = Module.ctx.getVertexAttrib(index, pname);
+ var data = GLctx.getVertexAttrib(index, pname);
if (typeof data == 'number') {
{{{ makeSetValue('params', '0', 'data', 'float') }}};
} else {
@@ -1040,7 +1045,7 @@ var LibraryGL = {
Module.printErr("glGetVertexAttribiv on client-side array: not supported, bad data returned");
}
#endif
- var data = Module.ctx.getVertexAttrib(index, pname);
+ var data = GLctx.getVertexAttrib(index, pname);
if (typeof data == 'number' || typeof data == 'boolean') {
{{{ makeSetValue('params', '0', 'data', 'i32') }}};
} else {
@@ -1057,7 +1062,7 @@ var LibraryGL = {
Module.printErr("glGetVertexAttribPointer on client-side array: not supported, bad data returned");
}
#endif
- {{{ makeSetValue('pointer', '0', 'Module.ctx.getVertexAttribOffset(index, pname)', 'i32') }}};
+ {{{ makeSetValue('pointer', '0', 'GLctx.getVertexAttribOffset(index, pname)', 'i32') }}};
},
glGetActiveUniform__sig: 'viiiiiii',
@@ -1066,7 +1071,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glGetActiveUniform', 'program');
#endif
program = GL.programs[program];
- var info = Module.ctx.getActiveUniform(program, index);
+ var info = GLctx.getActiveUniform(program, index);
var infoname = info.name.slice(0, Math.max(0, bufSize - 1));
writeStringToMemory(infoname, name);
@@ -1088,7 +1093,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform1f', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform1f(location, v0);
+ GLctx.uniform1f(location, v0);
},
glUniform2f__sig: 'viff',
@@ -1097,7 +1102,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform2f', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform2f(location, v0, v1);
+ GLctx.uniform2f(location, v0, v1);
},
glUniform3f__sig: 'vifff',
@@ -1106,7 +1111,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform3f', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform3f(location, v0, v1, v2);
+ GLctx.uniform3f(location, v0, v1, v2);
},
glUniform4f__sig: 'viffff',
@@ -1115,7 +1120,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform4f', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform4f(location, v0, v1, v2, v3);
+ GLctx.uniform4f(location, v0, v1, v2, v3);
},
glUniform1i__sig: 'vii',
@@ -1124,7 +1129,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform1i', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform1i(location, v0);
+ GLctx.uniform1i(location, v0);
},
glUniform2i__sig: 'viii',
@@ -1133,7 +1138,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform2i', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform2i(location, v0, v1);
+ GLctx.uniform2i(location, v0, v1);
},
glUniform3i__sig: 'viiii',
@@ -1142,7 +1147,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform3i', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform3i(location, v0, v1, v2);
+ GLctx.uniform3i(location, v0, v1, v2);
},
glUniform4i__sig: 'viiiii',
@@ -1151,7 +1156,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.uniforms, location, 'glUniform4i', 'location');
#endif
location = GL.uniforms[location];
- Module.ctx.uniform4i(location, v0, v1, v2, v3);
+ GLctx.uniform4i(location, v0, v1, v2, v3);
},
glUniform1iv__sig: 'viii',
@@ -1161,7 +1166,7 @@ var LibraryGL = {
#endif
location = GL.uniforms[location];
value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}};
- Module.ctx.uniform1iv(location, value);
+ GLctx.uniform1iv(location, value);
},
glUniform2iv__sig: 'viii',
@@ -1172,7 +1177,7 @@ var LibraryGL = {
location = GL.uniforms[location];
count *= 2;
value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}};
- Module.ctx.uniform2iv(location, value);
+ GLctx.uniform2iv(location, value);
},
glUniform3iv__sig: 'viii',
@@ -1183,7 +1188,7 @@ var LibraryGL = {
location = GL.uniforms[location];
count *= 3;
value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}};
- Module.ctx.uniform3iv(location, value);
+ GLctx.uniform3iv(location, value);
},
glUniform4iv__sig: 'viii',
@@ -1194,7 +1199,7 @@ var LibraryGL = {
location = GL.uniforms[location];
count *= 4;
value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}};
- Module.ctx.uniform4iv(location, value);
+ GLctx.uniform4iv(location, value);
},
glUniform1fv__sig: 'viii',
@@ -1211,7 +1216,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}};
}
- Module.ctx.uniform1fv(location, view);
+ GLctx.uniform1fv(location, view);
},
glUniform2fv__sig: 'viii',
@@ -1229,7 +1234,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*8') }}};
}
- Module.ctx.uniform2fv(location, view);
+ GLctx.uniform2fv(location, view);
},
glUniform3fv__sig: 'viii',
@@ -1248,7 +1253,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*12') }}};
}
- Module.ctx.uniform3fv(location, view);
+ GLctx.uniform3fv(location, view);
},
glUniform4fv__sig: 'viii',
@@ -1268,7 +1273,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*16') }}};
}
- Module.ctx.uniform4fv(location, view);
+ GLctx.uniform4fv(location, view);
},
glUniformMatrix2fv__sig: 'viiii',
@@ -1287,7 +1292,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*16') }}};
}
- Module.ctx.uniformMatrix2fv(location, transpose, view);
+ GLctx.uniformMatrix2fv(location, transpose, view);
},
glUniformMatrix3fv__sig: 'viiii',
@@ -1306,7 +1311,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*36') }}};
}
- Module.ctx.uniformMatrix3fv(location, transpose, view);
+ GLctx.uniformMatrix3fv(location, transpose, view);
},
glUniformMatrix4fv__sig: 'viiii',
@@ -1325,7 +1330,7 @@ var LibraryGL = {
} else {
view = {{{ makeHEAPView('F32', 'value', 'value+count*64') }}};
}
- Module.ctx.uniformMatrix4fv(location, transpose, view);
+ GLctx.uniformMatrix4fv(location, transpose, view);
},
glBindBuffer__sig: 'vii',
@@ -1335,44 +1340,53 @@ var LibraryGL = {
#endif
var bufferObj = buffer ? GL.buffers[buffer] : null;
- if (target == Module.ctx.ARRAY_BUFFER) {
+#if FULL_ES2
+ if (target == GLctx.ARRAY_BUFFER) {
GL.currArrayBuffer = buffer;
- } else if (target == Module.ctx.ELEMENT_ARRAY_BUFFER) {
+ } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) {
+ GL.currElementArrayBuffer = buffer;
+ }
+#endif
+#if LEGACY_GL_EMULATION
+ if (target == GLctx.ARRAY_BUFFER) {
+ GLImmediate.lastArrayBuffer = GL.currArrayBuffer = buffer;
+ } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) {
GL.currElementArrayBuffer = buffer;
}
+#endif
- Module.ctx.bindBuffer(target, bufferObj);
+ GLctx.bindBuffer(target, bufferObj);
},
glVertexAttrib1fv__sig: 'vii',
glVertexAttrib1fv: function(index, v) {
v = {{{ makeHEAPView('F32', 'v', 'v+' + (1*4)) }}};
- Module.ctx.vertexAttrib1fv(index, v);
+ GLctx.vertexAttrib1fv(index, v);
},
glVertexAttrib2fv__sig: 'vii',
glVertexAttrib2fv: function(index, v) {
v = {{{ makeHEAPView('F32', 'v', 'v+' + (2*4)) }}};
- Module.ctx.vertexAttrib2fv(index, v);
+ GLctx.vertexAttrib2fv(index, v);
},
glVertexAttrib3fv__sig: 'vii',
glVertexAttrib3fv: function(index, v) {
v = {{{ makeHEAPView('F32', 'v', 'v+' + (3*4)) }}};
- Module.ctx.vertexAttrib3fv(index, v);
+ GLctx.vertexAttrib3fv(index, v);
},
glVertexAttrib4fv__sig: 'vii',
glVertexAttrib4fv: function(index, v) {
v = {{{ makeHEAPView('F32', 'v', 'v+' + (4*4)) }}};
- Module.ctx.vertexAttrib4fv(index, v);
+ GLctx.vertexAttrib4fv(index, v);
},
glGetAttribLocation__sig: 'vii',
glGetAttribLocation: function(program, name) {
program = GL.programs[program];
name = Pointer_stringify(name);
- return Module.ctx.getAttribLocation(program, name);
+ return GLctx.getAttribLocation(program, name);
},
glGetActiveAttrib__sig: 'viiiiiii',
@@ -1381,7 +1395,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glGetActiveAttrib', 'program');
#endif
program = GL.programs[program];
- var info = Module.ctx.getActiveAttrib(program, index);
+ var info = GLctx.getActiveAttrib(program, index);
var infoname = info.name.slice(0, Math.max(0, bufSize - 1));
writeStringToMemory(infoname, name);
@@ -1400,13 +1414,13 @@ var LibraryGL = {
glCreateShader__sig: 'ii',
glCreateShader: function(shaderType) {
var id = GL.getNewId(GL.shaders);
- GL.shaders[id] = Module.ctx.createShader(shaderType);
+ GL.shaders[id] = GLctx.createShader(shaderType);
return id;
},
glDeleteShader__sig: 'vi',
glDeleteShader: function(shader) {
- Module.ctx.deleteShader(GL.shaders[shader]);
+ GLctx.deleteShader(GL.shaders[shader]);
GL.shaders[shader] = null;
},
@@ -1415,7 +1429,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.programs, program, 'glGetAttachedShaders', 'program');
#endif
- var result = Module.ctx.getAttachedShaders(GL.programs[program]);
+ var result = GLctx.getAttachedShaders(GL.programs[program]);
var len = result.length;
if (len > maxCount) {
len = maxCount;
@@ -1436,7 +1450,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.shaders, shader, 'glShaderSource', 'shader');
#endif
var source = GL.getSource(shader, count, string, length);
- Module.ctx.shaderSource(GL.shaders[shader], source);
+ GLctx.shaderSource(GL.shaders[shader], source);
},
glGetShaderSource__sig: 'viiii',
@@ -1444,7 +1458,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderSource', 'shader');
#endif
- var result = Module.ctx.getShaderSource(GL.shaders[shader]);
+ var result = GLctx.getShaderSource(GL.shaders[shader]);
result = result.slice(0, Math.max(0, bufSize - 1));
writeStringToMemory(result, source);
if (length) {
@@ -1457,7 +1471,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.shaders, shader, 'glCompileShader', 'shader');
#endif
- Module.ctx.compileShader(GL.shaders[shader]);
+ GLctx.compileShader(GL.shaders[shader]);
},
glGetShaderInfoLog__sig: 'viiii',
@@ -1465,7 +1479,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderInfoLog', 'shader');
#endif
- var log = Module.ctx.getShaderInfoLog(GL.shaders[shader]);
+ var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
// Work around a bug in Chromium which causes getShaderInfoLog to return null
if (!log) {
log = "";
@@ -1483,9 +1497,9 @@ var LibraryGL = {
GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderiv', 'shader');
#endif
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
- {{{ makeSetValue('p', '0', 'Module.ctx.getShaderInfoLog(GL.shaders[shader]).length + 1', 'i32') }}};
+ {{{ makeSetValue('p', '0', 'GLctx.getShaderInfoLog(GL.shaders[shader]).length + 1', 'i32') }}};
} else {
- {{{ makeSetValue('p', '0', 'Module.ctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}};
+ {{{ makeSetValue('p', '0', 'GLctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}};
}
},
@@ -1495,7 +1509,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glGetProgramiv', 'program');
#endif
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
- {{{ makeSetValue('p', '0', 'Module.ctx.getProgramInfoLog(GL.programs[program]).length + 1', 'i32') }}};
+ {{{ makeSetValue('p', '0', 'GLctx.getProgramInfoLog(GL.programs[program]).length + 1', 'i32') }}};
} else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) {
var ptable = GL.programInfos[program];
if (ptable) {
@@ -1517,10 +1531,10 @@ var LibraryGL = {
if (ptable) {
if (ptable.maxAttributeLength == -1) {
var program = GL.programs[program];
- var numAttribs = Module.ctx.getProgramParameter(program, Module.ctx.ACTIVE_ATTRIBUTES);
+ var numAttribs = GLctx.getProgramParameter(program, GLctx.ACTIVE_ATTRIBUTES);
ptable.maxAttributeLength = 0; // Spec says if there are no active attribs, 0 must be returned.
for(var i = 0; i < numAttribs; ++i) {
- var activeAttrib = Module.ctx.getActiveAttrib(program, i);
+ var activeAttrib = GLctx.getActiveAttrib(program, i);
ptable.maxAttributeLength = Math.max(ptable.maxAttributeLength, activeAttrib.name.length+1);
}
}
@@ -1538,7 +1552,7 @@ var LibraryGL = {
GL.recordError(0x0501 /* GL_INVALID_VALUE */);
}
} else {
- {{{ makeSetValue('p', '0', 'Module.ctx.getProgramParameter(GL.programs[program], pname)', 'i32') }}};
+ {{{ makeSetValue('p', '0', 'GLctx.getProgramParameter(GL.programs[program], pname)', 'i32') }}};
}
},
@@ -1546,13 +1560,13 @@ var LibraryGL = {
glIsShader: function(shader) {
var s = GL.shaders[shader];
if (!s) return 0;
- return Module.ctx.isShader(s);
+ return GLctx.isShader(s);
},
glCreateProgram__sig: 'i',
glCreateProgram: function() {
var id = GL.getNewId(GL.programs);
- var program = Module.ctx.createProgram();
+ var program = GLctx.createProgram();
program.name = id;
GL.programs[id] = program;
return id;
@@ -1561,7 +1575,7 @@ var LibraryGL = {
glDeleteProgram__sig: 'vi',
glDeleteProgram: function(program) {
var program = GL.programs[program];
- Module.ctx.deleteProgram(program);
+ GLctx.deleteProgram(program);
program.name = 0;
GL.programs[program] = null;
GL.programInfos[program] = null;
@@ -1573,7 +1587,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glAttachShader', 'program');
GL.validateGLObjectID(GL.shaders, shader, 'glAttachShader', 'shader');
#endif
- Module.ctx.attachShader(GL.programs[program],
+ GLctx.attachShader(GL.programs[program],
GL.shaders[shader]);
},
@@ -1583,12 +1597,12 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glDetachShader', 'program');
GL.validateGLObjectID(GL.shaders, shader, 'glDetachShader', 'shader');
#endif
- Module.ctx.detachShader(GL.programs[program],
+ GLctx.detachShader(GL.programs[program],
GL.shaders[shader]);
},
glGetShaderPrecisionFormat: function(shaderType, precisionType, range, precision) {
- var result = Module.ctx.getShaderPrecisionFormat(shaderType, precisionType);
+ var result = GLctx.getShaderPrecisionFormat(shaderType, precisionType);
{{{ makeSetValue('range', '0', 'result.rangeMin', 'i32') }}};
{{{ makeSetValue('range', '4', 'result.rangeMax', 'i32') }}};
{{{ makeSetValue('precision', '0', 'result.precision', 'i32') }}};
@@ -1599,7 +1613,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.programs, program, 'glLinkProgram', 'program');
#endif
- Module.ctx.linkProgram(GL.programs[program]);
+ GLctx.linkProgram(GL.programs[program]);
GL.programInfos[program] = null; // uniforms no longer keep the same names after linking
GL.populateUniformTable(program);
},
@@ -1609,7 +1623,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.programs, program, 'glGetProgramInfoLog', 'program');
#endif
- var log = Module.ctx.getProgramInfoLog(GL.programs[program]);
+ var log = GLctx.getProgramInfoLog(GL.programs[program]);
// Work around a bug in Chromium which causes getProgramInfoLog to return null
if (!log) {
log = "";
@@ -1626,7 +1640,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.programs, program, 'glUseProgram', 'program');
#endif
- Module.ctx.useProgram(program ? GL.programs[program] : null);
+ GLctx.useProgram(program ? GL.programs[program] : null);
},
glValidateProgram__sig: 'vi',
@@ -1634,14 +1648,14 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.programs, program, 'glValidateProgram', 'program');
#endif
- Module.ctx.validateProgram(GL.programs[program]);
+ GLctx.validateProgram(GL.programs[program]);
},
glIsProgram__sig: 'ii',
glIsProgram: function(program) {
var program = GL.programs[program];
if (!program) return 0;
- return Module.ctx.isProgram(program);
+ return GLctx.isProgram(program);
},
glBindAttribLocation__sig: 'viii',
@@ -1650,7 +1664,7 @@ var LibraryGL = {
GL.validateGLObjectID(GL.programs, program, 'glBindAttribLocation', 'program');
#endif
name = Pointer_stringify(name);
- Module.ctx.bindAttribLocation(GL.programs[program], index, name);
+ GLctx.bindAttribLocation(GL.programs[program], index, name);
},
glBindFramebuffer__sig: 'vii',
@@ -1658,14 +1672,14 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.framebuffers, framebuffer, 'glBindFramebuffer', 'framebuffer');
#endif
- Module.ctx.bindFramebuffer(target, framebuffer ? GL.framebuffers[framebuffer] : null);
+ GLctx.bindFramebuffer(target, framebuffer ? GL.framebuffers[framebuffer] : null);
},
glGenFramebuffers__sig: 'vii',
glGenFramebuffers: function(n, ids) {
for (var i = 0; i < n; ++i) {
var id = GL.getNewId(GL.framebuffers);
- var framebuffer = Module.ctx.createFramebuffer();
+ var framebuffer = GLctx.createFramebuffer();
framebuffer.name = id;
GL.framebuffers[id] = framebuffer;
{{{ makeSetValue('ids', 'i*4', 'id', 'i32') }}};
@@ -1677,7 +1691,7 @@ var LibraryGL = {
for (var i = 0; i < n; ++i) {
var id = {{{ makeGetValue('framebuffers', 'i*4', 'i32') }}};
var framebuffer = GL.framebuffers[id];
- Module.ctx.deleteFramebuffer(framebuffer);
+ GLctx.deleteFramebuffer(framebuffer);
framebuffer.name = 0;
GL.framebuffers[id] = null;
}
@@ -1688,7 +1702,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.renderbuffers, renderbuffer, 'glFramebufferRenderbuffer', 'renderbuffer');
#endif
- Module.ctx.framebufferRenderbuffer(target, attachment, renderbuffertarget,
+ GLctx.framebufferRenderbuffer(target, attachment, renderbuffertarget,
GL.renderbuffers[renderbuffer]);
},
@@ -1697,13 +1711,13 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateGLObjectID(GL.textures, texture, 'glFramebufferTexture2D', 'texture');
#endif
- Module.ctx.framebufferTexture2D(target, attachment, textarget,
+ GLctx.framebufferTexture2D(target, attachment, textarget,
GL.textures[texture], level);
},
glGetFramebufferAttachmentParameteriv__sig: 'viiii',
glGetFramebufferAttachmentParameteriv: function(target, attachment, pname, params) {
- var result = Module.ctx.getFramebufferAttachmentParameter(target, attachment, pname);
+ var result = GLctx.getFramebufferAttachmentParameter(target, attachment, pname);
{{{ makeSetValue('params', '0', 'result', 'i32') }}};
},
@@ -1711,7 +1725,7 @@ var LibraryGL = {
glIsFramebuffer: function(framebuffer) {
var fb = GL.framebuffers[framebuffer];
if (!fb) return 0;
- return Module.ctx.isFramebuffer(fb);
+ return GLctx.isFramebuffer(fb);
},
#if LEGACY_GL_EMULATION
@@ -1775,10 +1789,10 @@ 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.
+ GLImmediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.fogEnabled = true;
}
return;
@@ -1798,10 +1812,10 @@ 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.
+ GLImmediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.fogEnabled = false;
}
return;
@@ -1824,14 +1838,14 @@ var LibraryGL = {
} else if (!(cap in validCapabilities)) {
return 0;
}
- return Module.ctx.isEnabled(cap);
+ return GLctx.isEnabled(cap);
};
var glGetBooleanv = _glGetBooleanv;
_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;
}
@@ -1841,23 +1855,23 @@ var LibraryGL = {
var glGetIntegerv = _glGetIntegerv;
_glGetIntegerv = function _glGetIntegerv(pname, params) {
switch (pname) {
- case 0x84E2: pname = Module.ctx.MAX_TEXTURE_IMAGE_UNITS /* fake it */; break; // GL_MAX_TEXTURE_UNITS
+ case 0x84E2: pname = GLctx.MAX_TEXTURE_IMAGE_UNITS /* fake it */; break; // GL_MAX_TEXTURE_UNITS
case 0x8B4A: { // GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
- var result = Module.ctx.getParameter(Module.ctx.MAX_VERTEX_UNIFORM_VECTORS);
+ var result = GLctx.getParameter(GLctx.MAX_VERTEX_UNIFORM_VECTORS);
{{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply
return;
}
case 0x8B49: { // GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB
- var result = Module.ctx.getParameter(Module.ctx.MAX_FRAGMENT_UNIFORM_VECTORS);
+ var result = GLctx.getParameter(GLctx.MAX_FRAGMENT_UNIFORM_VECTORS);
{{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply
return;
}
case 0x8B4B: { // GL_MAX_VARYING_FLOATS_ARB
- var result = Module.ctx.getParameter(Module.ctx.MAX_VARYING_VECTORS);
+ var result = GLctx.getParameter(GLctx.MAX_VARYING_VECTORS);
{{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply
return;
}
- case 0x8871: pname = Module.ctx.MAX_COMBINED_TEXTURE_IMAGE_UNITS /* close enough */; break; // GL_MAX_TEXTURE_COORDS
+ case 0x8871: pname = GLctx.MAX_COMBINED_TEXTURE_IMAGE_UNITS /* close enough */; break; // GL_MAX_TEXTURE_COORDS
case 0x807A: { // GL_VERTEX_ARRAY_SIZE
var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX];
{{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}};
@@ -1912,7 +1926,7 @@ var LibraryGL = {
if (GL.stringCache[name_]) return GL.stringCache[name_];
switch(name_) {
case 0x1F03 /* GL_EXTENSIONS */: // Add various extensions that we can support
- var ret = allocate(intArrayFromString(Module.ctx.getSupportedExtensions().join(' ') +
+ var ret = allocate(intArrayFromString(GLctx.getSupportedExtensions().join(' ') +
' GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_ATI_texture_env_combine3 GL_NV_texture_env_combine4 GL_EXT_texture_env_dot3 GL_ARB_multitexture GL_ARB_vertex_buffer_object GL_EXT_framebuffer_object GL_ARB_vertex_program GL_ARB_fragment_program GL_ARB_shading_language_100 GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ARB_texture_cube_map GL_EXT_draw_range_elements' +
(GL.compressionExt ? ' GL_ARB_texture_compression GL_EXT_texture_compression_s3tc' : '') +
(GL.anisotropicExt ? ' GL_EXT_texture_filter_anisotropic' : '')
@@ -1957,7 +1971,7 @@ var LibraryGL = {
#endif
// XXX We add attributes and uniforms to shaders. The program can ask for the # of them, and see the
// ones we generated, potentially confusing it? Perhaps we should hide them.
- if (GL.shaderInfos[shader].type == Module.ctx.VERTEX_SHADER) {
+ if (GL.shaderInfos[shader].type == GLctx.VERTEX_SHADER) {
// Replace ftransform() with explicit project/modelview transforms, and add position and matrix info.
var has_pm = source.search(/u_projection/) >= 0;
var has_mm = source.search(/u_modelView/) >= 0;
@@ -1985,7 +1999,7 @@ 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;
@@ -2023,7 +2037,7 @@ 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) {
@@ -2059,15 +2073,15 @@ var LibraryGL = {
GL.shaderSources[shader] = source;
console.log("glShaderSource: Output: \n" + source);
#endif
- Module.ctx.shaderSource(GL.shaders[shader], source);
+ GLctx.shaderSource(GL.shaders[shader], source);
};
var glCompileShader = _glCompileShader;
_glCompileShader = function _glCompileShader(shader) {
- Module.ctx.compileShader(GL.shaders[shader]);
+ GLctx.compileShader(GL.shaders[shader]);
#if GL_DEBUG
- if (!Module.ctx.getShaderParameter(GL.shaders[shader], Module.ctx.COMPILE_STATUS)) {
- Module.printErr('Failed to compile shader: ' + Module.ctx.getShaderInfoLog(GL.shaders[shader]));
+ if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) {
+ Module.printErr('Failed to compile shader: ' + GLctx.getShaderInfoLog(GL.shaders[shader]));
Module.printErr('Info: ' + JSON.stringify(GL.shaderInfos[shader]));
Module.printErr('Original source: ' + GL.shaderOriginalSources[shader]);
Module.printErr('Source: ' + GL.shaderSources[shader]);
@@ -2110,17 +2124,18 @@ var LibraryGL = {
}
#endif
if (GL.currProgram != program) {
- GL.immediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
+ GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
GL.currProgram = program;
+ GLImmediate.fixedFunctionProgram = 0;
+ glUseProgram(program);
}
- glUseProgram(program);
}
var glDeleteProgram = _glDeleteProgram;
_glDeleteProgram = function _glDeleteProgram(program) {
glDeleteProgram(program);
if (program == GL.currProgram) {
- GL.immediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
+ GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
GL.currProgram = 0;
}
};
@@ -2135,7 +2150,7 @@ var LibraryGL = {
var glLinkProgram = _glLinkProgram;
_glLinkProgram = function _glLinkProgram(program) {
if (!(program in zeroUsedPrograms)) {
- Module.ctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
+ GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
}
glLinkProgram(program);
};
@@ -2143,14 +2158,14 @@ var LibraryGL = {
var glBindBuffer = _glBindBuffer;
_glBindBuffer = function _glBindBuffer(target, buffer) {
glBindBuffer(target, buffer);
- if (target == Module.ctx.ARRAY_BUFFER) {
+ if (target == GLctx.ARRAY_BUFFER) {
if (GLEmulation.currentVao) {
#if ASSERTIONS
assert(GLEmulation.currentVao.arrayBuffer == buffer || GLEmulation.currentVao.arrayBuffer == 0 || buffer == 0, 'TODO: support for multiple array buffers in vao');
#endif
GLEmulation.currentVao.arrayBuffer = buffer;
}
- } else if (target == Module.ctx.ELEMENT_ARRAY_BUFFER) {
+ } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) {
if (GLEmulation.currentVao) GLEmulation.currentVao.elementArrayBuffer = buffer;
}
};
@@ -2158,11 +2173,11 @@ var LibraryGL = {
var glGetFloatv = _glGetFloatv;
_glGetFloatv = function _glGetFloatv(pname, params) {
if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX
- HEAPF32.set(GL.immediate.matrix['m'], params >> 2);
+ HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2);
} else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX
- HEAPF32.set(GL.immediate.matrix['p'], params >> 2);
+ HEAPF32.set(GLImmediate.matrix[1/*p*/], params >> 2);
} else if (pname == 0x0BA8) { // GL_TEXTURE_MATRIX
- HEAPF32.set(GL.immediate.matrix['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
@@ -2218,13 +2233,13 @@ 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;
},
@@ -2248,16 +2263,16 @@ var LibraryGL = {
glGetObjectParameteriv: function(id, type, result) {
if (GL.programs[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
- {{{ makeSetValue('result', '0', 'Module.ctx.getProgramInfoLog(GL.programs[id]).length', 'i32') }}};
+ {{{ makeSetValue('result', '0', 'GLctx.getProgramInfoLog(GL.programs[id]).length', 'i32') }}};
return;
}
_glGetProgramiv(id, type, result);
} else if (GL.shaders[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
- {{{ makeSetValue('result', '0', 'Module.ctx.getShaderInfoLog(GL.shaders[id]).length', 'i32') }}};
+ {{{ makeSetValue('result', '0', 'GLctx.getShaderInfoLog(GL.shaders[id]).length', 'i32') }}};
return;
} else if (type == 0x8B88) { // GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
- {{{ makeSetValue('result', '0', 'Module.ctx.getShaderSource(GL.shaders[id]).length', 'i32') }}};
+ {{{ makeSetValue('result', '0', 'GLctx.getShaderSource(GL.shaders[id]).length', 'i32') }}};
return;
}
_glGetShaderiv(id, type, result);
@@ -2307,7 +2322,7 @@ 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: {
@@ -2725,7 +2740,7 @@ 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) {
@@ -3096,25 +3111,25 @@ 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;
@@ -3126,25 +3141,25 @@ 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;
@@ -3334,9 +3349,9 @@ var LibraryGL = {
lastStride: -1, // ""
// The following data structures are used for OpenGL Immediate Mode matrix routines.
- matrix: {},
- matrixStack: {},
- currentMatrix: 'm', // default is modelview
+ matrix: [],
+ matrixStack: [],
+ currentMatrix: 0, // 0: modelview, 1: projection, 2+i, texture matrix i.
tempMatrix: null,
matricesModified: false,
useTextureMatrix: false,
@@ -3361,11 +3376,11 @@ var LibraryGL = {
fixedFunctionProgram: null,
setClientAttribute: function setClientAttribute(name, size, type, stride, pointer) {
- var attrib = this.clientAttributes[name];
+ var attrib = GLImmediate.clientAttributes[name];
if (!attrib) {
for (var i = 0; i <= name; i++) { // keep flat
- if (!this.clientAttributes[i]) {
- this.clientAttributes[i] = {
+ if (!GLImmediate.clientAttributes[i]) {
+ GLImmediate.clientAttributes[i] = {
name: name,
size: size,
type: type,
@@ -3383,42 +3398,42 @@ var LibraryGL = {
attrib.pointer = pointer;
attrib.offset = 0;
}
- this.modifiedClientAttributes = true;
+ GLImmediate.modifiedClientAttributes = true;
},
// Renderers
addRendererComponent: function addRendererComponent(name, size, type) {
- if (!this.rendererComponents[name]) {
- this.rendererComponents[name] = 1;
+ if (!GLImmediate.rendererComponents[name]) {
+ GLImmediate.rendererComponents[name] = 1;
#if ASSERTIONS
- if (this.enabledClientAttributes[name]) {
+ if (GLImmediate.enabledClientAttributes[name]) {
console.log("Warning: glTexCoord used after EnableClientState for TEXTURE_COORD_ARRAY for TEXTURE0. Disabling TEXTURE_COORD_ARRAY...");
}
#endif
- this.enabledClientAttributes[name] = true;
- this.setClientAttribute(name, size, type, 0, this.rendererComponentPointer);
- this.rendererComponentPointer += size * GL.byteSizeByType[type - GL.byteSizeByTypeRoot];
+ GLImmediate.enabledClientAttributes[name] = true;
+ GLImmediate.setClientAttribute(name, size, type, 0, GLImmediate.rendererComponentPointer);
+ GLImmediate.rendererComponentPointer += size * GL.byteSizeByType[type - GL.byteSizeByTypeRoot];
} else {
- this.rendererComponents[name]++;
+ GLImmediate.rendererComponents[name]++;
}
},
disableBeginEndClientAttributes: function disableBeginEndClientAttributes() {
- for (var i = 0; i < this.NUM_ATTRIBUTES; i++) {
- if (this.rendererComponents[i]) this.enabledClientAttributes[i] = false;
+ for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) {
+ if (GLImmediate.rendererComponents[i]) GLImmediate.enabledClientAttributes[i] = false;
}
},
getRenderer: function getRenderer() {
// If no FFP state has changed that would have forced to re-evaluate which FFP emulation shader to use,
// we have the currently used renderer in cache, and can immediately return that.
- if (this.currentRenderer) {
- return this.currentRenderer;
+ if (GLImmediate.currentRenderer) {
+ return GLImmediate.currentRenderer;
}
// 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();
@@ -3449,7 +3464,7 @@ 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.
@@ -3458,26 +3473,26 @@ var LibraryGL = {
#if GL_DEBUG
Module.printErr('generating renderer for ' + JSON.stringify(attributes));
#endif
- renderer = this.createRenderer();
- this.currentRenderer = renderer;
+ renderer = GLImmediate.createRenderer();
+ GLImmediate.currentRenderer = renderer;
keyView.set(renderer);
return renderer;
}
- this.currentRenderer = renderer; // Cache the currently used renderer, so later lookups without state changes can get this fast.
+ GLImmediate.currentRenderer = renderer; // Cache the currently used renderer, so later lookups without state changes can get this fast.
return renderer;
},
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.");
}
}
@@ -3493,10 +3508,10 @@ 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) {
+ if (GL.shaderInfos[GL.programShaders[GL.currProgram][0]].type == GLctx.VERTEX_SHADER) {
this.vertexShader = GL.shaders[GL.programShaders[GL.currProgram][0]];
this.fragmentShader = GL.shaders[GL.programShaders[GL.currProgram][1]];
} else {
@@ -3527,14 +3542,14 @@ 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';
@@ -3542,7 +3557,7 @@ 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';
}
}
@@ -3572,9 +3587,9 @@ var LibraryGL = {
''
].join('\n').replace(/\n\n+/g, '\n');
- this.vertexShader = Module.ctx.createShader(Module.ctx.VERTEX_SHADER);
- Module.ctx.shaderSource(this.vertexShader, vsSource);
- Module.ctx.compileShader(this.vertexShader);
+ this.vertexShader = GLctx.createShader(GLctx.VERTEX_SHADER);
+ GLctx.shaderSource(this.vertexShader, vsSource);
+ GLctx.compileShader(this.vertexShader);
var fogHeaderIfNeeded = null;
if (GLEmulation.fogEnabled) {
@@ -3613,85 +3628,85 @@ var LibraryGL = {
''
].join("\n").replace(/\n\n+/g, '\n');
- this.fragmentShader = Module.ctx.createShader(Module.ctx.FRAGMENT_SHADER);
- Module.ctx.shaderSource(this.fragmentShader, fsSource);
- Module.ctx.compileShader(this.fragmentShader);
+ this.fragmentShader = GLctx.createShader(GLctx.FRAGMENT_SHADER);
+ GLctx.shaderSource(this.fragmentShader, fsSource);
+ GLctx.compileShader(this.fragmentShader);
- this.program = Module.ctx.createProgram();
- Module.ctx.attachShader(this.program, this.vertexShader);
- Module.ctx.attachShader(this.program, this.fragmentShader);
+ this.program = GLctx.createProgram();
+ GLctx.attachShader(this.program, this.vertexShader);
+ GLctx.attachShader(this.program, this.fragmentShader);
// As optimization, bind all attributes to prespecified locations, so that the FFP emulation
// 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);
+ GLctx.bindAttribLocation(this.program, GLImmediate.VERTEX, 'a_position');
+ GLctx.bindAttribLocation(this.program, GLImmediate.COLOR, 'a_color');
+ GLctx.bindAttribLocation(this.program, GLImmediate.NORMAL, 'a_normal');
+ for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
+ GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, 'a_texCoord'+i);
+ GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, aTexCoordPrefix+i);
}
- Module.ctx.linkProgram(this.program);
+ GLctx.linkProgram(this.program);
}
- // Stores a map that remembers which matrix uniforms are up-to-date in this FFP renderer, so they don't need to be resubmitted
+ // Stores an array that remembers which matrix uniforms are up-to-date in this FFP renderer, so they don't need to be resubmitted
// each time we render with this program.
- this.textureMatrixVersion = {};
+ this.textureMatrixVersion = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
- this.positionLocation = Module.ctx.getAttribLocation(this.program, 'a_position');
+ this.positionLocation = GLctx.getAttribLocation(this.program, 'a_position');
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;
}
if (useCurrProgram) {
- this.texCoordLocations[i] = Module.ctx.getAttribLocation(this.program, 'a_texCoord' + i);
+ this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, 'a_texCoord' + i);
} else {
- this.texCoordLocations[i] = Module.ctx.getAttribLocation(this.program, aTexCoordPrefix + i);
+ this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, aTexCoordPrefix + i);
}
}
if (!useCurrProgram) {
// Temporarily switch to the program so we can set our sampler uniforms early.
- var prevBoundProg = Module.ctx.getParameter(Module.ctx.CURRENT_PROGRAM);
- Module.ctx.useProgram(this.program);
+ var prevBoundProg = GLctx.getParameter(GLctx.CURRENT_PROGRAM);
+ GLctx.useProgram(this.program);
{
for (var i = 0; i < this.usedTexUnitList.length; i++) {
var texUnitID = this.usedTexUnitList[i];
- var texSamplerLoc = Module.ctx.getUniformLocation(this.program, uTexUnitPrefix + texUnitID);
- Module.ctx.uniform1i(texSamplerLoc, texUnitID);
+ var texSamplerLoc = GLctx.getUniformLocation(this.program, uTexUnitPrefix + texUnitID);
+ GLctx.uniform1i(texSamplerLoc, texUnitID);
}
}
- Module.ctx.useProgram(prevBoundProg);
+ GLctx.useProgram(prevBoundProg);
}
this.textureMatrixLocations = [];
- for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) {
- this.textureMatrixLocations[i] = Module.ctx.getUniformLocation(this.program, 'u_textureMatrix' + i);
+ for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
+ this.textureMatrixLocations[i] = GLctx.getUniformLocation(this.program, 'u_textureMatrix' + i);
}
- this.colorLocation = Module.ctx.getAttribLocation(this.program, 'a_color');
- this.normalLocation = Module.ctx.getAttribLocation(this.program, 'a_normal');
+ this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
+ this.normalLocation = GLctx.getAttribLocation(this.program, 'a_normal');
- this.modelViewLocation = Module.ctx.getUniformLocation(this.program, 'u_modelView');
- this.projectionLocation = Module.ctx.getUniformLocation(this.program, 'u_projection');
+ this.modelViewLocation = GLctx.getUniformLocation(this.program, 'u_modelView');
+ this.projectionLocation = GLctx.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;
- this.floatType = Module.ctx.FLOAT; // minor optimization
+ this.floatType = GLctx.FLOAT; // minor optimization
- this.fogColorLocation = Module.ctx.getUniformLocation(this.program, 'u_fogColor');
- this.fogEndLocation = Module.ctx.getUniformLocation(this.program, 'u_fogEnd');
- this.fogScaleLocation = Module.ctx.getUniformLocation(this.program, 'u_fogScale');
- this.fogDensityLocation = Module.ctx.getUniformLocation(this.program, 'u_fogDensity');
+ this.fogColorLocation = GLctx.getUniformLocation(this.program, 'u_fogColor');
+ this.fogEndLocation = GLctx.getUniformLocation(this.program, 'u_fogEnd');
+ this.fogScaleLocation = GLctx.getUniformLocation(this.program, 'u_fogScale');
+ this.fogDensityLocation = GLctx.getUniformLocation(this.program, 'u_fogDensity');
this.hasFog = !!(this.fogColorLocation || this.fogEndLocation ||
this.fogScaleLocation || this.fogDensityLocation);
},
@@ -3700,8 +3715,8 @@ 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
@@ -3715,177 +3730,176 @@ 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 GL_UNSAFE_OPTS
- // Potentially unsafe, since lastArrayBuffer might not reflect the true array buffer in code that mixes immediate/non-immediate
- if (arrayBuffer != GL.immediate.lastArrayBuffer) {
-#endif
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, arrayBuffer);
-#if GL_UNSAFE_OPTS
+
+ if (arrayBuffer != GLImmediate.lastArrayBuffer) {
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, arrayBuffer);
+ GLImmediate.lastArrayBuffer = arrayBuffer;
}
-#endif
- Module.ctx.bufferSubData(Module.ctx.ARRAY_BUFFER, start, GL.immediate.vertexData.subarray(start >> 2, end >> 2));
+
+ GLctx.bufferSubData(GLctx.ARRAY_BUFFER, start, GLImmediate.vertexData.subarray(start >> 2, end >> 2));
}
#if GL_UNSAFE_OPTS
if (canSkip) return;
- GL.immediate.lastRenderer = this;
- GL.immediate.lastArrayBuffer = arrayBuffer;
- 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) {
- Module.ctx.useProgram(this.program);
- GL.immediate.fixedFunctionProgram = this.program;
+ if (GLImmediate.fixedFunctionProgram != this.program) {
+ GLctx.useProgram(this.program);
+ GLImmediate.fixedFunctionProgram = this.program;
+ }
}
- if (this.modelViewLocation && this.modelViewMatrixVersion != GL.immediate.matrixVersion['m']) {
- this.modelViewMatrixVersion = GL.immediate.matrixVersion['m'];
- Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']);
+ if (this.modelViewLocation && this.modelViewMatrixVersion != GLImmediate.matrixVersion[0/*m*/]) {
+ this.modelViewMatrixVersion = GLImmediate.matrixVersion[0/*m*/];
+ GLctx.uniformMatrix4fv(this.modelViewLocation, false, GLImmediate.matrix[0/*m*/]);
}
- if (this.projectionLocation && this.projectionMatrixVersion != GL.immediate.matrixVersion['p']) {
- this.projectionMatrixVersion = GL.immediate.matrixVersion['p'];
- Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']);
+ if (this.projectionLocation && this.projectionMatrixVersion != GLImmediate.matrixVersion[1/*p*/]) {
+ this.projectionMatrixVersion = GLImmediate.matrixVersion[1/*p*/];
+ GLctx.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);
+ GLctx.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];
+ GLctx.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.enableVertexAttribArray(this.positionLocation);
+ GLctx.vertexAttribPointer(this.positionLocation, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset);
+ GLctx.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.enableVertexAttribArray(this.normalLocation);
+ GLctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset);
+ GLctx.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);
+ GLctx.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.
- Module.ctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
+ GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
GL.disableVertexAttribArray(attribLoc);
}
}
#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.enableVertexAttribArray(attribLoc);
+ GLctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset);
+ GLctx.enableVertexAttribArray(attribLoc);
} else {
// These two might be dangerous, but let's try them.
- Module.ctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
- Module.ctx.disableVertexAttribArray(attribLoc);
+ GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
+ GLctx.disableVertexAttribArray(attribLoc);
}
#endif
- var t = '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]);
+ var t = 2/*t*/+i;
+ 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];
+ GLctx.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);
+ GLctx.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.enableVertexAttribArray(this.colorLocation);
+ GLctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset);
+ GLctx.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);
+ GLctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor);
#else
- Module.ctx.disableVertexAttribArray(this.colorLocation);
- Module.ctx.vertexAttrib4fv(this.colorLocation, GL.immediate.clientColor);
+ GLctx.disableVertexAttribArray(this.colorLocation);
+ GLctx.vertexAttrib4fv(this.colorLocation, GLImmediate.clientColor);
#endif
}
if (this.hasFog) {
- if (this.fogColorLocation) Module.ctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor);
- if (this.fogEndLocation) Module.ctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd);
- if (this.fogScaleLocation) Module.ctx.uniform1f(this.fogScaleLocation, 1/(GLEmulation.fogEnd - GLEmulation.fogStart));
- if (this.fogDensityLocation) Module.ctx.uniform1f(this.fogDensityLocation, GLEmulation.fogDensity);
+ if (this.fogColorLocation) GLctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor);
+ if (this.fogEndLocation) GLctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd);
+ if (this.fogScaleLocation) GLctx.uniform1f(this.fogScaleLocation, 1/(GLEmulation.fogEnd - GLEmulation.fogStart));
+ if (this.fogDensityLocation) GLctx.uniform1f(this.fogDensityLocation, GLEmulation.fogDensity);
}
},
cleanup: function cleanup() {
#if !GL_FFP_ONLY
- Module.ctx.disableVertexAttribArray(this.positionLocation);
+ GLctx.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) {
- Module.ctx.disableVertexAttribArray(this.texCoordLocations[i]);
+ for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
+ if (GLImmediate.enabledClientAttributes[GLImmediate.TEXTURE0+i] && this.texCoordLocations[i] >= 0) {
+ GLctx.disableVertexAttribArray(this.texCoordLocations[i]);
}
}
}
if (this.hasColor) {
- Module.ctx.disableVertexAttribArray(this.colorLocation);
+ GLctx.disableVertexAttribArray(this.colorLocation);
}
if (this.hasNormal) {
- Module.ctx.disableVertexAttribArray(this.normalLocation);
+ GLctx.disableVertexAttribArray(this.normalLocation);
}
if (!GL.currProgram) {
- Module.ctx.useProgram(null);
+ GLctx.useProgram(null);
}
if (!GL.currArrayBuffer) {
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null);
+ GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null);
+ GLImmediate.lastArrayBuffer = null;
}
#if GL_UNSAFE_OPTS
- GL.immediate.lastRenderer = null;
- GL.immediate.lastArrayBuffer = null;
- GL.immediate.lastProgram = null;
+ GLImmediate.lastRenderer = null;
+ GLImmediate.lastProgram = null;
#endif
- GL.immediate.matricesModified = true;
+ GLImmediate.matricesModified = true;
#endif
}
};
@@ -3898,53 +3912,53 @@ 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) {
- Module.ctx.drawArrays(mode, first, count);
+ if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6) {
+ GLctx.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) {
- Module.ctx.drawElements(mode, count, type, indices);
+ if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) {
+ GLctx.drawElements(mode, count, type, indices);
return;
}
#if ASSERTIONS
if (!GL.currElementArrayBuffer) {
- assert(type == Module.ctx.UNSIGNED_SHORT); // We can only emulate buffers of this kind, for now
+ assert(type == GLctx.UNSIGNED_SHORT); // We can only emulate buffers of this kind, for now
}
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() {
@@ -3954,36 +3968,36 @@ 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);
};
@@ -3993,8 +4007,8 @@ var LibraryGL = {
switch (pname) {
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) {
+ var cur = GLctx.getParameter(GLctx.CURRENT_PROGRAM);
+ if (cur == GLImmediate.fixedFunctionProgram) {
// Pretend we're not using a program.
{{{ makeSetValue('params', '0', '0', 'i32') }}};
return;
@@ -4010,56 +4024,48 @@ 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
- this.TexEnvJIT.init(Module.ctx);
+ GLImmediate.TexEnvJIT.init(GLctx);
// 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'] || GLctx.getParameter(GLctx.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['m'] = [];
- this.matrixStack['p'] = [];
- for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) {
- this.matrixStack['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 = {};
- GL.immediate.matrix['m'] = GL.immediate.matrix.lib.mat4.create();
- GL.immediate.matrixVersion['m'] = 0;
- GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix['m']);
- GL.immediate.matrix['p'] = GL.immediate.matrix.lib.mat4.create();
- GL.immediate.matrixVersion['p'] = 0;
- GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix['p']);
- for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) {
- GL.immediate.matrix['t' + i] = GL.immediate.matrix.lib.mat4.create();
- GL.immediate.matrixVersion['t' + i] = 0;
+ GLImmediate.matrix = [];
+ GLImmediate.matrixStack = [];
+ GLImmediate.matrixVersion = [];
+ for (var i = 0; i < 2 + GLImmediate.MAX_TEXTURES; i++) { // Modelview, Projection, plus one matrix for each texture coordinate.
+ GLImmediate.matrixStack.push([]);
+ GLImmediate.matrixVersion.push(0);
+ GLImmediate.matrix.push(GLImmediate.matrixLib.mat4.create());
+ GLImmediate.matrixLib.mat4.identity(GLImmediate.matrix[i]);
}
// Renderer cache
- this.rendererCache = this.MapTreeLib.create();
+ GLImmediate.rendererCache = GLImmediate.MapTreeLib.create();
// Buffers for data
- this.tempData = new Float32Array(GL.MAX_TEMP_BUFFER_SIZE >> 2);
- this.indexData = new Uint16Array(GL.MAX_TEMP_BUFFER_SIZE >> 1);
+ GLImmediate.tempData = new Float32Array(GL.MAX_TEMP_BUFFER_SIZE >> 2);
+ GLImmediate.indexData = new Uint16Array(GL.MAX_TEMP_BUFFER_SIZE >> 1);
- this.vertexDataU8 = new Uint8Array(this.tempData.buffer);
+ GLImmediate.vertexDataU8 = new Uint8Array(GLImmediate.tempData.buffer);
GL.generateTempBuffers(true);
- this.clientColor = new Float32Array([1, 1, 1, 1]);
+ GLImmediate.clientColor = new Float32Array([1, 1, 1, 1]);
},
// Prepares and analyzes client attributes.
@@ -4070,17 +4076,17 @@ var LibraryGL = {
// If no client attributes were modified since we were last called, do nothing. Note that this
// 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
+ if (!GLImmediate.modifiedClientAttributes) {
+ GLImmediate.vertexCounter = (GLImmediate.stride * count) / 4; // XXX assuming float
return;
}
- this.modifiedClientAttributes = false;
+ GLImmediate.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;
@@ -4102,8 +4108,8 @@ 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
@@ -4153,14 +4159,14 @@ 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
}
},
@@ -4171,10 +4177,10 @@ var LibraryGL = {
startIndex = startIndex || 0;
ptr = ptr || 0;
- var renderer = this.getRenderer();
+ var renderer = GLImmediate.getRenderer();
// Generate index data in a format suitable for GLES 2.0/WebGL
- var numVertexes = 4 * this.vertexCounter / GL.immediate.stride;
+ var numVertexes = 4 * GLImmediate.vertexCounter / GLImmediate.stride;
#if ASSERTIONS
assert(numVertexes % 1 == 0, "`numVertexes` must be an integer.");
#endif
@@ -4182,7 +4188,7 @@ 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
@@ -4192,8 +4198,8 @@ 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) {
@@ -4202,98 +4208,101 @@ var LibraryGL = {
assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)');
#endif
var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]];
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, indexBuffer);
- Module.ctx.bufferSubData(Module.ctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}});
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, indexBuffer);
+ GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}});
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
assert(ptr + (numIndexes << 1) <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)');
#endif
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
emulatedElementArrayBuffer = true;
}
renderer.prepare();
if (numIndexes) {
- Module.ctx.drawElements(Module.ctx.TRIANGLES, numIndexes, Module.ctx.UNSIGNED_SHORT, ptr);
+ GLctx.drawElements(GLctx.TRIANGLES, numIndexes, GLctx.UNSIGNED_SHORT, ptr);
} else {
- Module.ctx.drawArrays(GL.immediate.mode, startIndex, numVertexes);
+ GLctx.drawArrays(GLImmediate.mode, startIndex, numVertexes);
}
if (emulatedElementArrayBuffer) {
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null);
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null);
}
-#if GL_UNSAFE_OPTS == 0 && !GL_FFP_ONLY
+#if GL_UNSAFE_OPTS == 0
+#if !GL_FFP_ONLY
renderer.cleanup();
#endif
+#endif
}
},
- $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GL.immediate = GLImmediate; GL.immediate.matrix.lib = ' + read('gl-matrix.js') + ';\n' }],
+ $GLImmediateSetup: {},
+ $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GLImmediate.matrixLib = ' + 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;
- GL.immediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use.
- GL.immediate.modifiedClientAttributes = true;
+ GLImmediate.enabledClientAttributes = GLImmediate.enabledClientAttributes_preBegin;
+ GLImmediate.clientAttributes = GLImmediate.clientAttributes_preBegin;
+ GLImmediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use.
+ 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, GLctx.FLOAT);
},
glVertex2f: 'glVertex3f',
@@ -4312,11 +4321,11 @@ 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, GLctx.FLOAT);
},
glTexCoord2f: 'glTexCoord2i',
@@ -4334,19 +4343,19 @@ 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, GLctx.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',
@@ -4419,13 +4428,13 @@ var LibraryGL = {
case 0x0801: // GL_EXP2
case 0x2601: // GL_LINEAR
if (GLEmulation.fogMode != param) {
- GL.immediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use.
+ GLImmediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.fogMode = param;
}
break;
default: // default to GL_EXP
if (GLEmulation.fogMode != 0x0800 /* GL_EXP */) {
- GL.immediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use.
+ GLImmediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.fogMode = 0x0800 /* GL_EXP */;
}
break;
@@ -4482,7 +4491,7 @@ var LibraryGL = {
// ClientState/gl*Pointer
- glEnableClientState: function(cap, disable) {
+ glEnableClientState: function(cap) {
var attrib = GLEmulation.getAttributeFromCapability(cap);
if (attrib === null) {
#if ASSERTIONS
@@ -4490,65 +4499,73 @@ var LibraryGL = {
#endif
return;
}
- if (disable && GL.immediate.enabledClientAttributes[attrib]) {
- GL.immediate.enabledClientAttributes[attrib] = false;
- GL.immediate.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];
- } else if (!disable && !GL.immediate.enabledClientAttributes[attrib]) {
- GL.immediate.enabledClientAttributes[attrib] = true;
- GL.immediate.totalEnabledClientAttributes++;
- this.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed.
+ if (!GLImmediate.enabledClientAttributes[attrib]) {
+ GLImmediate.enabledClientAttributes[attrib] = true;
+ GLImmediate.totalEnabledClientAttributes++;
+ GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed.
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1;
+ GLImmediate.modifiedClientAttributes = true;
}
- GL.immediate.modifiedClientAttributes = true;
},
glDisableClientState: function(cap) {
- _glEnableClientState(cap, 1);
+ var attrib = GLEmulation.getAttributeFromCapability(cap);
+ if (attrib === null) {
+#if ASSERTIONS
+ Module.printErr('WARNING: unhandled clientstate: ' + cap);
+#endif
+ return;
+ }
+ if (GLImmediate.enabledClientAttributes[attrib]) {
+ GLImmediate.enabledClientAttributes[attrib] = false;
+ GLImmediate.totalEnabledClientAttributes--;
+ GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed.
+ if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledClientStates[cap];
+ 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);
+ GLctx.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;
- Module.ctx.vertexAttribPointer(loc, size, type, false, stride, pointer);
+ var loc = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture;
+ GLctx.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);
+ GLctx.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);
+ GLctx.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
@@ -4580,21 +4597,21 @@ 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();
- _glBindBuffer(Module.ctx.ARRAY_BUFFER, 0); // XXX if one was there before we were bound?
- _glBindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, 0);
+ if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
+ _glBindBuffer(GLctx.ARRAY_BUFFER, 0); // XXX if one was there before we were bound?
+ _glBindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, 0);
for (var vaa in GLEmulation.enabledVertexAttribArrays) {
- Module.ctx.disableVertexAttribArray(vaa);
+ GLctx.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];
- _glBindBuffer(Module.ctx.ARRAY_BUFFER, info.arrayBuffer); // XXX overwrite current binding?
- _glBindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, info.elementArrayBuffer);
+ _glBindBuffer(GLctx.ARRAY_BUFFER, info.arrayBuffer); // XXX overwrite current binding?
+ _glBindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, info.elementArrayBuffer);
for (var vaa in info.enabledVertexAttribArrays) {
_glEnableVertexAttribArray(vaa);
}
@@ -4613,132 +4630,132 @@ 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 = 'm';
+ GLImmediate.currentMatrix = 0/*m*/;
} else if (mode == 0x1701 /* GL_PROJECTION */) {
- GL.immediate.currentMatrix = 'p';
+ GLImmediate.currentMatrix = 1/*p*/;
} else if (mode == 0x1702) { // GL_TEXTURE
- GL.immediate.useTextureMatrix = true;
- GL.immediate.currentMatrix = '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.matrixLib.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.matrixLib.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.matrixLib.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.matrixLib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]);
+ GLImmediate.matrixLib.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.matrixLib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]);
+ GLImmediate.matrixLib.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.matrixLib.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.matrixLib.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.matrixLib.mat4.create();
+ GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, colMajor);
+ GLImmediate.matrixLib.mat4.transpose(colMajor);
+ GLImmediate.matrixLib.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.matrixLib.mat4.create();
+ GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, colMajor);
+ GLImmediate.matrixLib.mat4.transpose(colMajor);
+ GLImmediate.matrixLib.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.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix],
+ GLImmediate.matrixLib.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.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix],
+ GLImmediate.matrixLib.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.matrixLib.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.matrixLib.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.matrixLib.mat4.rotate(GLImmediate.matrix[GLImmediate.currentMatrix], angle*Math.PI/180, [x, y, z]);
},
glRotatef: 'glRotated',
@@ -4819,17 +4836,17 @@ 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.matrixLib.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.matrixLib.mat4.lookAt(GLImmediate.matrix[GLImmediate.currentMatrix], [ex, ey, ez],
[cx, cy, cz], [ux, uy, uz]);
},
@@ -4838,9 +4855,9 @@ 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.matrixLib.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.matrixLib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}},
outVec, inVec);
if (inVec[3] == 0.0) {
return 0 /* GL_FALSE */;
@@ -4864,7 +4881,7 @@ 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.matrixLib.mat4.unproject([winX, winY, winZ],
{{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}},
{{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}},
{{{ makeHEAPView('32', 'view', 'view+' + (4*4)) }}});
@@ -4908,7 +4925,7 @@ var LibraryGL = {
#if GL_ASSERTIONS
GL.validateVertexAttribPointer(size, type, stride, ptr);
#endif
- Module.ctx.vertexAttribPointer(index, size, type, normalized, stride, ptr);
+ GLctx.vertexAttribPointer(index, size, type, normalized, stride, ptr);
},
glEnableVertexAttribArray__sig: 'vi',
@@ -4920,7 +4937,7 @@ var LibraryGL = {
#endif
cb.enabled = true;
#endif
- Module.ctx.enableVertexAttribArray(index);
+ GLctx.enableVertexAttribArray(index);
},
glDisableVertexAttribArray__sig: 'vi',
@@ -4932,7 +4949,7 @@ var LibraryGL = {
#endif
cb.enabled = false;
#endif
- Module.ctx.disableVertexAttribArray(index);
+ GLctx.disableVertexAttribArray(index);
},
glDrawArrays__sig: 'viii',
@@ -4942,7 +4959,7 @@ var LibraryGL = {
GL.preDrawHandleClientVertexAttribBindings(first + count);
#endif
- Module.ctx.drawArrays(mode, first, count);
+ GLctx.drawArrays(mode, first, count);
#if FULL_ES2
GL.postDrawHandleClientVertexAttribBindings();
@@ -4956,8 +4973,8 @@ var LibraryGL = {
if (!GL.currElementArrayBuffer) {
var size = GL.calcBufLength(1, type, 0, count);
buf = GL.tempIndexBuffers[GL.tempBufferIndexLookup[size]];
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, buf);
- Module.ctx.bufferSubData(Module.ctx.ELEMENT_ARRAY_BUFFER,
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, buf);
+ GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER,
0,
HEAPU8.subarray(indices, indices + size));
// the index is now 0
@@ -4968,13 +4985,13 @@ var LibraryGL = {
GL.preDrawHandleClientVertexAttribBindings(count);
#endif
- Module.ctx.drawElements(mode, count, type, indices);
+ GLctx.drawElements(mode, count, type, indices);
#if FULL_ES2
GL.postDrawHandleClientVertexAttribBindings(count);
if (!GL.currElementArrayBuffer) {
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
+ GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null);
}
#endif
},
@@ -5000,7 +5017,7 @@ var LibraryGL = {
GL.lastError = 0/*GL_NO_ERROR*/;
return error;
} else { // If there were none, return the GL error from the browser GL context.
- return Module.ctx.getError();
+ return GLctx.getError();
}
},
@@ -5091,8 +5108,8 @@ var LibraryGL = {
var num = data[0];
var names = data[1];
var args = range(num).map(function(i) { return 'x' + i }).join(', ');
- var plainStub = '(function(' + args + ') { Module.ctx.NAME(' + args + ') })';
- var returnStub = '(function(' + args + ') { return Module.ctx.NAME(' + args + ') })';
+ var plainStub = '(function(' + args + ') { GLctx.NAME(' + args + ') })';
+ var returnStub = '(function(' + args + ') { return GLctx.NAME(' + args + ') })';
var sigEnd = range(num).map(function() { return 'i' }).join('');
names.split(' ').forEach(function(name) {
var stub = plainStub;