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authorJukka Jylänki <jujjyl@gmail.com>2014-01-09 20:29:50 +0200
committerJukka Jylänki <jujjyl@gmail.com>2014-01-09 20:29:50 +0200
commitc244e89559d6d706345ddea45b39343e67fb3974 (patch)
tree8905ce5f63845cbaaaddadb07e94d627535c354c /src
parent53af5de771b71a3424e51e19aac4395521d99e4c (diff)
Simplify GL emulation matrix stack initialization. Update code after rebase.
Diffstat (limited to 'src')
-rw-r--r--src/library_gl.js46
1 files changed, 19 insertions, 27 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 00d36bd3..3f2d44e0 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -1791,7 +1791,7 @@ var LibraryGL = {
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;
@@ -1814,7 +1814,7 @@ var LibraryGL = {
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;
@@ -2123,7 +2123,7 @@ 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);
@@ -2134,7 +2134,7 @@ var LibraryGL = {
_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;
}
};
@@ -3348,9 +3348,9 @@ var LibraryGL = {
lastStride: -1, // ""
// The following data structures are used for OpenGL Immediate Mode matrix routines.
- matrix: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
- matrixStack: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ],
- currentMatrix: 0, // default is modelview
+ matrix: [],
+ matrixStack: [],
+ currentMatrix: 0, // 0: modelview, 1: projection, 2+i, texture matrix i.
tempMatrix: null,
matricesModified: false,
useTextureMatrix: false,
@@ -4040,25 +4040,17 @@ var LibraryGL = {
GLEmulation.enabledClientAttribIndices.push(false);
}
- this.matrixStack[0/*m*/] = [];
- this.matrixStack[1/*p*/] = [];
- for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
- this.matrixStack[2/*t*/ + i] = [];
- }
-
// Initialize matrix library
// When user sets a matrix, increment a 'version number' on the new data, and when rendering, submit
// the matrices to the shader program only if they have an old version of the data.
- GLImmediate.matrixVersion = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
- GLImmediate.matrix[0/*m*/] = GLImmediate.matrix.lib.mat4.create();
- GLImmediate.matrixVersion[0/*m*/] = 0;
- GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[0/*m*/]);
- GLImmediate.matrix[1/*p*/] = GLImmediate.matrix.lib.mat4.create();
- GLImmediate.matrixVersion[1/*p*/] = 0;
- GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[1/*p*/]);
- for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
- GLImmediate.matrix[2/*t*/ + i] = GLImmediate.matrix.lib.mat4.create();
- GLImmediate.matrixVersion[2/*t*/ + i] = 0;
+ this.matrix = [];
+ this.matrixStack = [];
+ this.matrixVersion = [];
+ for (var i = 0; i < 2 + GLImmediate.MAX_TEXTURES; i++) { // Modelview, Projection, plus one matrix for each texture coordinate.
+ this.matrixStack.push([]);
+ this.matrixVersion.push(0);
+ GLImmediate.matrix.push(GLImmediate.matrix.lib.mat4.create());
+ GLImmediate.matrix.lib.mat4.identity(GLImmediate.matrix[i]);
}
// Renderer cache
@@ -4256,7 +4248,7 @@ var LibraryGL = {
}
},
- $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GL.immediate = GLImmediate; GLImmediate.matrix.lib = ' + read('gl-matrix.js') + ';\n' }],
+ $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GLImmediate.matrix.lib = ' + read('gl-matrix.js') + ';\n' }],
$GLImmediateSetup: {},
glBegin__deps: ['$GLImmediateSetup'],
@@ -4292,7 +4284,7 @@ var LibraryGL = {
// Pop the old state:
GLImmediate.enabledClientAttributes = GLImmediate.enabledClientAttributes_preBegin;
GLImmediate.clientAttributes = GLImmediate.clientAttributes_preBegin;
- GL.immediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use.
+ GLImmediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use.
GLImmediate.modifiedClientAttributes = true;
},
@@ -4432,13 +4424,13 @@ 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;