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-rw-r--r--src/gl-matrix.js1952
-rw-r--r--src/intertyper.js2
-rw-r--r--src/jsifier.js6
-rw-r--r--src/library.js12
-rw-r--r--src/library_gl.js19
-rw-r--r--src/parseTools.js17
-rw-r--r--src/preamble.js2
-rw-r--r--src/utility.js18
-rw-r--r--tests/browser_harness.html6
-rw-r--r--tests/htmltest.pngbin0 -> 743 bytes
-rwxr-xr-xtests/runner.py105
-rw-r--r--tools/autodebugger.py18
-rw-r--r--tools/shared.py39
13 files changed, 2105 insertions, 91 deletions
diff --git a/src/gl-matrix.js b/src/gl-matrix.js
new file mode 100644
index 00000000..a21cd431
--- /dev/null
+++ b/src/gl-matrix.js
@@ -0,0 +1,1952 @@
+(function() {
+
+/**
+ * @fileoverview gl-matrix - High performance matrix and vector operations for WebGL
+ * @author Brandon Jones
+ * @version 1.2.4
+ */
+
+// Modifed for emscripten: Global scoping etc.
+
+/*
+ * Copyright (c) 2011 Brandon Jones
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would be
+ * appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ * be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ * distribution.
+ */
+
+
+/**
+ * @class 3 Dimensional Vector
+ * @name vec3
+ */
+var vec3 = {};
+
+/**
+ * @class 3x3 Matrix
+ * @name mat3
+ */
+var mat3 = {};
+
+/**
+ * @class 4x4 Matrix
+ * @name mat4
+ */
+var mat4 = {};
+
+/**
+ * @class Quaternion
+ * @name quat4
+ */
+var quat4 = {};
+
+var MatrixArray = Float32Array;
+
+/*
+ * vec3
+ */
+
+/**
+ * Creates a new instance of a vec3 using the default array type
+ * Any javascript array-like objects containing at least 3 numeric elements can serve as a vec3
+ *
+ * @param {vec3} [vec] vec3 containing values to initialize with
+ *
+ * @returns {vec3} New vec3
+ */
+vec3.create = function (vec) {
+ var dest = new MatrixArray(3);
+
+ if (vec) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ dest[2] = vec[2];
+ } else {
+ dest[0] = dest[1] = dest[2] = 0;
+ }
+
+ return dest;
+};
+
+/**
+ * Copies the values of one vec3 to another
+ *
+ * @param {vec3} vec vec3 containing values to copy
+ * @param {vec3} dest vec3 receiving copied values
+ *
+ * @returns {vec3} dest
+ */
+vec3.set = function (vec, dest) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ dest[2] = vec[2];
+
+ return dest;
+};
+
+/**
+ * Performs a vector addition
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.add = function (vec, vec2, dest) {
+ if (!dest || vec === dest) {
+ vec[0] += vec2[0];
+ vec[1] += vec2[1];
+ vec[2] += vec2[2];
+ return vec;
+ }
+
+ dest[0] = vec[0] + vec2[0];
+ dest[1] = vec[1] + vec2[1];
+ dest[2] = vec[2] + vec2[2];
+ return dest;
+};
+
+/**
+ * Performs a vector subtraction
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.subtract = function (vec, vec2, dest) {
+ if (!dest || vec === dest) {
+ vec[0] -= vec2[0];
+ vec[1] -= vec2[1];
+ vec[2] -= vec2[2];
+ return vec;
+ }
+
+ dest[0] = vec[0] - vec2[0];
+ dest[1] = vec[1] - vec2[1];
+ dest[2] = vec[2] - vec2[2];
+ return dest;
+};
+
+/**
+ * Performs a vector multiplication
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.multiply = function (vec, vec2, dest) {
+ if (!dest || vec === dest) {
+ vec[0] *= vec2[0];
+ vec[1] *= vec2[1];
+ vec[2] *= vec2[2];
+ return vec;
+ }
+
+ dest[0] = vec[0] * vec2[0];
+ dest[1] = vec[1] * vec2[1];
+ dest[2] = vec[2] * vec2[2];
+ return dest;
+};
+
+/**
+ * Negates the components of a vec3
+ *
+ * @param {vec3} vec vec3 to negate
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.negate = function (vec, dest) {
+ if (!dest) { dest = vec; }
+
+ dest[0] = -vec[0];
+ dest[1] = -vec[1];
+ dest[2] = -vec[2];
+ return dest;
+};
+
+/**
+ * Multiplies the components of a vec3 by a scalar value
+ *
+ * @param {vec3} vec vec3 to scale
+ * @param {number} val Value to scale by
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.scale = function (vec, val, dest) {
+ if (!dest || vec === dest) {
+ vec[0] *= val;
+ vec[1] *= val;
+ vec[2] *= val;
+ return vec;
+ }
+
+ dest[0] = vec[0] * val;
+ dest[1] = vec[1] * val;
+ dest[2] = vec[2] * val;
+ return dest;
+};
+
+/**
+ * Generates a unit vector of the same direction as the provided vec3
+ * If vector length is 0, returns [0, 0, 0]
+ *
+ * @param {vec3} vec vec3 to normalize
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.normalize = function (vec, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0], y = vec[1], z = vec[2],
+ len = Math.sqrt(x * x + y * y + z * z);
+
+ if (!len) {
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ return dest;
+ } else if (len === 1) {
+ dest[0] = x;
+ dest[1] = y;
+ dest[2] = z;
+ return dest;
+ }
+
+ len = 1 / len;
+ dest[0] = x * len;
+ dest[1] = y * len;
+ dest[2] = z * len;
+ return dest;
+};
+
+/**
+ * Generates the cross product of two vec3s
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.cross = function (vec, vec2, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0], y = vec[1], z = vec[2],
+ x2 = vec2[0], y2 = vec2[1], z2 = vec2[2];
+
+ dest[0] = y * z2 - z * y2;
+ dest[1] = z * x2 - x * z2;
+ dest[2] = x * y2 - y * x2;
+ return dest;
+};
+
+/**
+ * Caclulates the length of a vec3
+ *
+ * @param {vec3} vec vec3 to calculate length of
+ *
+ * @returns {number} Length of vec
+ */
+vec3.length = function (vec) {
+ var x = vec[0], y = vec[1], z = vec[2];
+ return Math.sqrt(x * x + y * y + z * z);
+};
+
+/**
+ * Caclulates the dot product of two vec3s
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ *
+ * @returns {number} Dot product of vec and vec2
+ */
+vec3.dot = function (vec, vec2) {
+ return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2];
+};
+
+/**
+ * Generates a unit vector pointing from one vector to another
+ *
+ * @param {vec3} vec Origin vec3
+ * @param {vec3} vec2 vec3 to point to
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.direction = function (vec, vec2, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0] - vec2[0],
+ y = vec[1] - vec2[1],
+ z = vec[2] - vec2[2],
+ len = Math.sqrt(x * x + y * y + z * z);
+
+ if (!len) {
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ return dest;
+ }
+
+ len = 1 / len;
+ dest[0] = x * len;
+ dest[1] = y * len;
+ dest[2] = z * len;
+ return dest;
+};
+
+/**
+ * Performs a linear interpolation between two vec3
+ *
+ * @param {vec3} vec First vector
+ * @param {vec3} vec2 Second vector
+ * @param {number} lerp Interpolation amount between the two inputs
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.lerp = function (vec, vec2, lerp, dest) {
+ if (!dest) { dest = vec; }
+
+ dest[0] = vec[0] + lerp * (vec2[0] - vec[0]);
+ dest[1] = vec[1] + lerp * (vec2[1] - vec[1]);
+ dest[2] = vec[2] + lerp * (vec2[2] - vec[2]);
+
+ return dest;
+};
+
+/**
+ * Calculates the euclidian distance between two vec3
+ *
+ * Params:
+ * @param {vec3} vec First vector
+ * @param {vec3} vec2 Second vector
+ *
+ * @returns {number} Distance between vec and vec2
+ */
+vec3.dist = function (vec, vec2) {
+ var x = vec2[0] - vec[0],
+ y = vec2[1] - vec[1],
+ z = vec2[2] - vec[2];
+
+ return Math.sqrt(x*x + y*y + z*z);
+};
+
+/**
+ * Projects the specified vec3 from screen space into object space
+ * Based on the <a href="http://webcvs.freedesktop.org/mesa/Mesa/src/glu/mesa/project.c?revision=1.4&view=markup">Mesa gluUnProject implementation</a>
+ *
+ * @param {vec3} vec Screen-space vector to project
+ * @param {mat4} view View matrix
+ * @param {mat4} proj Projection matrix
+ * @param {vec4} viewport Viewport as given to gl.viewport [x, y, width, height]
+ * @param {vec3} [dest] vec3 receiving unprojected result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+vec3.unproject = function (vec, view, proj, viewport, dest) {
+ if (!dest) { dest = vec; }
+
+ var m = mat4.create();
+ var v = new MatrixArray(4);
+
+ v[0] = (vec[0] - viewport[0]) * 2.0 / viewport[2] - 1.0;
+ v[1] = (vec[1] - viewport[1]) * 2.0 / viewport[3] - 1.0;
+ v[2] = 2.0 * vec[2] - 1.0;
+ v[3] = 1.0;
+
+ mat4.multiply(proj, view, m);
+ if(!mat4.inverse(m)) { return null; }
+
+ mat4.multiplyVec4(m, v);
+ if(v[3] === 0.0) { return null; }
+
+ dest[0] = v[0] / v[3];
+ dest[1] = v[1] / v[3];
+ dest[2] = v[2] / v[3];
+
+ return dest;
+};
+
+/**
+ * Returns a string representation of a vector
+ *
+ * @param {vec3} vec Vector to represent as a string
+ *
+ * @returns {string} String representation of vec
+ */
+vec3.str = function (vec) {
+ return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
+};
+
+/*
+ * mat3
+ */
+
+/**
+ * Creates a new instance of a mat3 using the default array type
+ * Any javascript array-like object containing at least 9 numeric elements can serve as a mat3
+ *
+ * @param {mat3} [mat] mat3 containing values to initialize with
+ *
+ * @returns {mat3} New mat3
+ */
+mat3.create = function (mat) {
+ var dest = new MatrixArray(9);
+
+ if (mat) {
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+ dest[8] = mat[8];
+ }
+
+ return dest;
+};
+
+/**
+ * Copies the values of one mat3 to another
+ *
+ * @param {mat3} mat mat3 containing values to copy
+ * @param {mat3} dest mat3 receiving copied values
+ *
+ * @returns {mat3} dest
+ */
+mat3.set = function (mat, dest) {
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+ dest[8] = mat[8];
+ return dest;
+};
+
+/**
+ * Sets a mat3 to an identity matrix
+ *
+ * @param {mat3} dest mat3 to set
+ *
+ * @returns dest if specified, otherwise a new mat3
+ */
+mat3.identity = function (dest) {
+ if (!dest) { dest = mat3.create(); }
+ dest[0] = 1;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ dest[4] = 1;
+ dest[5] = 0;
+ dest[6] = 0;
+ dest[7] = 0;
+ dest[8] = 1;
+ return dest;
+};
+
+/**
+ * Transposes a mat3 (flips the values over the diagonal)
+ *
+ * Params:
+ * @param {mat3} mat mat3 to transpose
+ * @param {mat3} [dest] mat3 receiving transposed values. If not specified result is written to mat
+ *
+ * @returns {mat3} dest is specified, mat otherwise
+ */
+mat3.transpose = function (mat, dest) {
+ // If we are transposing ourselves we can skip a few steps but have to cache some values
+ if (!dest || mat === dest) {
+ var a01 = mat[1], a02 = mat[2],
+ a12 = mat[5];
+
+ mat[1] = mat[3];
+ mat[2] = mat[6];
+ mat[3] = a01;
+ mat[5] = mat[7];
+ mat[6] = a02;
+ mat[7] = a12;
+ return mat;
+ }
+
+ dest[0] = mat[0];
+ dest[1] = mat[3];
+ dest[2] = mat[6];
+ dest[3] = mat[1];
+ dest[4] = mat[4];
+ dest[5] = mat[7];
+ dest[6] = mat[2];
+ dest[7] = mat[5];
+ dest[8] = mat[8];
+ return dest;
+};
+
+/**
+ * Copies the elements of a mat3 into the upper 3x3 elements of a mat4
+ *
+ * @param {mat3} mat mat3 containing values to copy
+ * @param {mat4} [dest] mat4 receiving copied values
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat3.toMat4 = function (mat, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ dest[15] = 1;
+ dest[14] = 0;
+ dest[13] = 0;
+ dest[12] = 0;
+
+ dest[11] = 0;
+ dest[10] = mat[8];
+ dest[9] = mat[7];
+ dest[8] = mat[6];
+
+ dest[7] = 0;
+ dest[6] = mat[5];
+ dest[5] = mat[4];
+ dest[4] = mat[3];
+
+ dest[3] = 0;
+ dest[2] = mat[2];
+ dest[1] = mat[1];
+ dest[0] = mat[0];
+
+ return dest;
+};
+
+/**
+ * Returns a string representation of a mat3
+ *
+ * @param {mat3} mat mat3 to represent as a string
+ *
+ * @param {string} String representation of mat
+ */
+mat3.str = function (mat) {
+ return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] +
+ ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] +
+ ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']';
+};
+
+/*
+ * mat4
+ */
+
+/**
+ * Creates a new instance of a mat4 using the default array type
+ * Any javascript array-like object containing at least 16 numeric elements can serve as a mat4
+ *
+ * @param {mat4} [mat] mat4 containing values to initialize with
+ *
+ * @returns {mat4} New mat4
+ */
+mat4.create = function (mat) {
+ var dest = new MatrixArray(16);
+
+ if (mat) {
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+ dest[8] = mat[8];
+ dest[9] = mat[9];
+ dest[10] = mat[10];
+ dest[11] = mat[11];
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ }
+
+ return dest;
+};
+
+/**
+ * Copies the values of one mat4 to another
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat4} dest mat4 receiving copied values
+ *
+ * @returns {mat4} dest
+ */
+mat4.set = function (mat, dest) {
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+ dest[8] = mat[8];
+ dest[9] = mat[9];
+ dest[10] = mat[10];
+ dest[11] = mat[11];
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ return dest;
+};
+
+/**
+ * Sets a mat4 to an identity matrix
+ *
+ * @param {mat4} dest mat4 to set
+ *
+ * @returns {mat4} dest
+ */
+mat4.identity = function (dest) {
+ if (!dest) { dest = mat4.create(); }
+ dest[0] = 1;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ dest[4] = 0;
+ dest[5] = 1;
+ dest[6] = 0;
+ dest[7] = 0;
+ dest[8] = 0;
+ dest[9] = 0;
+ dest[10] = 1;
+ dest[11] = 0;
+ dest[12] = 0;
+ dest[13] = 0;
+ dest[14] = 0;
+ dest[15] = 1;
+ return dest;
+};
+
+/**
+ * Transposes a mat4 (flips the values over the diagonal)
+ *
+ * @param {mat4} mat mat4 to transpose
+ * @param {mat4} [dest] mat4 receiving transposed values. If not specified result is written to mat
+ *
+ * @param {mat4} dest is specified, mat otherwise
+ */
+mat4.transpose = function (mat, dest) {
+ // If we are transposing ourselves we can skip a few steps but have to cache some values
+ if (!dest || mat === dest) {
+ var a01 = mat[1], a02 = mat[2], a03 = mat[3],
+ a12 = mat[6], a13 = mat[7],
+ a23 = mat[11];
+
+ mat[1] = mat[4];
+ mat[2] = mat[8];
+ mat[3] = mat[12];
+ mat[4] = a01;
+ mat[6] = mat[9];
+ mat[7] = mat[13];
+ mat[8] = a02;
+ mat[9] = a12;
+ mat[11] = mat[14];
+ mat[12] = a03;
+ mat[13] = a13;
+ mat[14] = a23;
+ return mat;
+ }
+
+ dest[0] = mat[0];
+ dest[1] = mat[4];
+ dest[2] = mat[8];
+ dest[3] = mat[12];
+ dest[4] = mat[1];
+ dest[5] = mat[5];
+ dest[6] = mat[9];
+ dest[7] = mat[13];
+ dest[8] = mat[2];
+ dest[9] = mat[6];
+ dest[10] = mat[10];
+ dest[11] = mat[14];
+ dest[12] = mat[3];
+ dest[13] = mat[7];
+ dest[14] = mat[11];
+ dest[15] = mat[15];
+ return dest;
+};
+
+/**
+ * Calculates the determinant of a mat4
+ *
+ * @param {mat4} mat mat4 to calculate determinant of
+ *
+ * @returns {number} determinant of mat
+ */
+mat4.determinant = function (mat) {
+ // Cache the matrix values (makes for huge speed increases!)
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
+
+ return (a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 +
+ a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 +
+ a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 +
+ a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 +
+ a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 +
+ a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33);
+};
+
+/**
+ * Calculates the inverse matrix of a mat4
+ *
+ * @param {mat4} mat mat4 to calculate inverse of
+ * @param {mat4} [dest] mat4 receiving inverse matrix. If not specified result is written to mat
+ *
+ * @param {mat4} dest is specified, mat otherwise, null if matrix cannot be inverted
+ */
+mat4.inverse = function (mat, dest) {
+ if (!dest) { dest = mat; }
+
+ // Cache the matrix values (makes for huge speed increases!)
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15],
+
+ b00 = a00 * a11 - a01 * a10,
+ b01 = a00 * a12 - a02 * a10,
+ b02 = a00 * a13 - a03 * a10,
+ b03 = a01 * a12 - a02 * a11,
+ b04 = a01 * a13 - a03 * a11,
+ b05 = a02 * a13 - a03 * a12,
+ b06 = a20 * a31 - a21 * a30,
+ b07 = a20 * a32 - a22 * a30,
+ b08 = a20 * a33 - a23 * a30,
+ b09 = a21 * a32 - a22 * a31,
+ b10 = a21 * a33 - a23 * a31,
+ b11 = a22 * a33 - a23 * a32,
+
+ d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06),
+ invDet;
+
+ // Calculate the determinant
+ if (!d) { return null; }
+ invDet = 1 / d;
+
+ dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet;
+ dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet;
+ dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet;
+ dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet;
+ dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet;
+ dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet;
+ dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet;
+ dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet;
+ dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet;
+ dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet;
+ dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet;
+ dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet;
+ dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet;
+ dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet;
+ dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet;
+ dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet;
+
+ return dest;
+};
+
+/**
+ * Copies the upper 3x3 elements of a mat4 into another mat4
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat4} [dest] mat4 receiving copied values
+ *
+ * @returns {mat4} dest is specified, a new mat4 otherwise
+ */
+mat4.toRotationMat = function (mat, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+ dest[8] = mat[8];
+ dest[9] = mat[9];
+ dest[10] = mat[10];
+ dest[11] = mat[11];
+ dest[12] = 0;
+ dest[13] = 0;
+ dest[14] = 0;
+ dest[15] = 1;
+
+ return dest;
+};
+
+/**
+ * Copies the upper 3x3 elements of a mat4 into a mat3
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat3} [dest] mat3 receiving copied values
+ *
+ * @returns {mat3} dest is specified, a new mat3 otherwise
+ */
+mat4.toMat3 = function (mat, dest) {
+ if (!dest) { dest = mat3.create(); }
+
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[4];
+ dest[4] = mat[5];
+ dest[5] = mat[6];
+ dest[6] = mat[8];
+ dest[7] = mat[9];
+ dest[8] = mat[10];
+
+ return dest;
+};
+
+/**
+ * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3
+ * The resulting matrix is useful for calculating transformed normals
+ *
+ * Params:
+ * @param {mat4} mat mat4 containing values to invert and copy
+ * @param {mat3} [dest] mat3 receiving values
+ *
+ * @returns {mat3} dest is specified, a new mat3 otherwise, null if the matrix cannot be inverted
+ */
+mat4.toInverseMat3 = function (mat, dest) {
+ // Cache the matrix values (makes for huge speed increases!)
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2],
+ a10 = mat[4], a11 = mat[5], a12 = mat[6],
+ a20 = mat[8], a21 = mat[9], a22 = mat[10],
+
+ b01 = a22 * a11 - a12 * a21,
+ b11 = -a22 * a10 + a12 * a20,
+ b21 = a21 * a10 - a11 * a20,
+
+ d = a00 * b01 + a01 * b11 + a02 * b21,
+ id;
+
+ if (!d) { return null; }
+ id = 1 / d;
+
+ if (!dest) { dest = mat3.create(); }
+
+ dest[0] = b01 * id;
+ dest[1] = (-a22 * a01 + a02 * a21) * id;
+ dest[2] = (a12 * a01 - a02 * a11) * id;
+ dest[3] = b11 * id;
+ dest[4] = (a22 * a00 - a02 * a20) * id;
+ dest[5] = (-a12 * a00 + a02 * a10) * id;
+ dest[6] = b21 * id;
+ dest[7] = (-a21 * a00 + a01 * a20) * id;
+ dest[8] = (a11 * a00 - a01 * a10) * id;
+
+ return dest;
+};
+
+/**
+ * Performs a matrix multiplication
+ *
+ * @param {mat4} mat First operand
+ * @param {mat4} mat2 Second operand
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.multiply = function (mat, mat2, dest) {
+ if (!dest) { dest = mat; }
+
+ // Cache the matrix values (makes for huge speed increases!)
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15],
+
+ b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3],
+ b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7],
+ b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11],
+ b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15];
+
+ dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
+ dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
+ dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
+ dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
+ dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
+ dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
+ dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
+ dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
+ dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
+ dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
+ dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
+ dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
+ dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
+ dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
+ dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
+ dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
+
+ return dest;
+};
+
+/**
+ * Transforms a vec3 with the given matrix
+ * 4th vector component is implicitly '1'
+ *
+ * @param {mat4} mat mat4 to transform the vector with
+ * @param {vec3} vec vec3 to transform
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+mat4.multiplyVec3 = function (mat, vec, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0], y = vec[1], z = vec[2];
+
+ dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
+ dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
+ dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];
+
+ return dest;
+};
+
+/**
+ * Transforms a vec4 with the given matrix
+ *
+ * @param {mat4} mat mat4 to transform the vector with
+ * @param {vec4} vec vec4 to transform
+ * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec4} dest if specified, vec otherwise
+ */
+mat4.multiplyVec4 = function (mat, vec, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
+
+ dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w;
+ dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w;
+ dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w;
+ dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w;
+
+ return dest;
+};
+
+/**
+ * Translates a matrix by the given vector
+ *
+ * @param {mat4} mat mat4 to translate
+ * @param {vec3} vec vec3 specifying the translation
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.translate = function (mat, vec, dest) {
+ var x = vec[0], y = vec[1], z = vec[2],
+ a00, a01, a02, a03,
+ a10, a11, a12, a13,
+ a20, a21, a22, a23;
+
+ if (!dest || mat === dest) {
+ mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
+ mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
+ mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];
+ mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15];
+ return mat;
+ }
+
+ a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3];
+ a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7];
+ a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11];
+
+ dest[0] = a00; dest[1] = a01; dest[2] = a02; dest[3] = a03;
+ dest[4] = a10; dest[5] = a11; dest[6] = a12; dest[7] = a13;
+ dest[8] = a20; dest[9] = a21; dest[10] = a22; dest[11] = a23;
+
+ dest[12] = a00 * x + a10 * y + a20 * z + mat[12];
+ dest[13] = a01 * x + a11 * y + a21 * z + mat[13];
+ dest[14] = a02 * x + a12 * y + a22 * z + mat[14];
+ dest[15] = a03 * x + a13 * y + a23 * z + mat[15];
+ return dest;
+};
+
+/**
+ * Scales a matrix by the given vector
+ *
+ * @param {mat4} mat mat4 to scale
+ * @param {vec3} vec vec3 specifying the scale for each axis
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @param {mat4} dest if specified, mat otherwise
+ */
+mat4.scale = function (mat, vec, dest) {
+ var x = vec[0], y = vec[1], z = vec[2];
+
+ if (!dest || mat === dest) {
+ mat[0] *= x;
+ mat[1] *= x;
+ mat[2] *= x;
+ mat[3] *= x;
+ mat[4] *= y;
+ mat[5] *= y;
+ mat[6] *= y;
+ mat[7] *= y;
+ mat[8] *= z;
+ mat[9] *= z;
+ mat[10] *= z;
+ mat[11] *= z;
+ return mat;
+ }
+
+ dest[0] = mat[0] * x;
+ dest[1] = mat[1] * x;
+ dest[2] = mat[2] * x;
+ dest[3] = mat[3] * x;
+ dest[4] = mat[4] * y;
+ dest[5] = mat[5] * y;
+ dest[6] = mat[6] * y;
+ dest[7] = mat[7] * y;
+ dest[8] = mat[8] * z;
+ dest[9] = mat[9] * z;
+ dest[10] = mat[10] * z;
+ dest[11] = mat[11] * z;
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ return dest;
+};
+
+/**
+ * Rotates a matrix by the given angle around the specified axis
+ * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {vec3} axis vec3 representing the axis to rotate around
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.rotate = function (mat, angle, axis, dest) {
+ var x = axis[0], y = axis[1], z = axis[2],
+ len = Math.sqrt(x * x + y * y + z * z),
+ s, c, t,
+ a00, a01, a02, a03,
+ a10, a11, a12, a13,
+ a20, a21, a22, a23,
+ b00, b01, b02,
+ b10, b11, b12,
+ b20, b21, b22;
+
+ if (!len) { return null; }
+ if (len !== 1) {
+ len = 1 / len;
+ x *= len;
+ y *= len;
+ z *= len;
+ }
+
+ s = Math.sin(angle);
+ c = Math.cos(angle);
+ t = 1 - c;
+
+ a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3];
+ a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7];
+ a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11];
+
+ // Construct the elements of the rotation matrix
+ b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
+ b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
+ b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
+
+ if (!dest) {
+ dest = mat;
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ }
+
+ // Perform rotation-specific matrix multiplication
+ dest[0] = a00 * b00 + a10 * b01 + a20 * b02;
+ dest[1] = a01 * b00 + a11 * b01 + a21 * b02;
+ dest[2] = a02 * b00 + a12 * b01 + a22 * b02;
+ dest[3] = a03 * b00 + a13 * b01 + a23 * b02;
+
+ dest[4] = a00 * b10 + a10 * b11 + a20 * b12;
+ dest[5] = a01 * b10 + a11 * b11 + a21 * b12;
+ dest[6] = a02 * b10 + a12 * b11 + a22 * b12;
+ dest[7] = a03 * b10 + a13 * b11 + a23 * b12;
+
+ dest[8] = a00 * b20 + a10 * b21 + a20 * b22;
+ dest[9] = a01 * b20 + a11 * b21 + a21 * b22;
+ dest[10] = a02 * b20 + a12 * b21 + a22 * b22;
+ dest[11] = a03 * b20 + a13 * b21 + a23 * b22;
+ return dest;
+};
+
+/**
+ * Rotates a matrix by the given angle around the X axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.rotateX = function (mat, angle, dest) {
+ var s = Math.sin(angle),
+ c = Math.cos(angle),
+ a10 = mat[4],
+ a11 = mat[5],
+ a12 = mat[6],
+ a13 = mat[7],
+ a20 = mat[8],
+ a21 = mat[9],
+ a22 = mat[10],
+ a23 = mat[11];
+
+ if (!dest) {
+ dest = mat;
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ }
+
+ // Perform axis-specific matrix multiplication
+ dest[4] = a10 * c + a20 * s;
+ dest[5] = a11 * c + a21 * s;
+ dest[6] = a12 * c + a22 * s;
+ dest[7] = a13 * c + a23 * s;
+
+ dest[8] = a10 * -s + a20 * c;
+ dest[9] = a11 * -s + a21 * c;
+ dest[10] = a12 * -s + a22 * c;
+ dest[11] = a13 * -s + a23 * c;
+ return dest;
+};
+
+/**
+ * Rotates a matrix by the given angle around the Y axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.rotateY = function (mat, angle, dest) {
+ var s = Math.sin(angle),
+ c = Math.cos(angle),
+ a00 = mat[0],
+ a01 = mat[1],
+ a02 = mat[2],
+ a03 = mat[3],
+ a20 = mat[8],
+ a21 = mat[9],
+ a22 = mat[10],
+ a23 = mat[11];
+
+ if (!dest) {
+ dest = mat;
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows
+ dest[4] = mat[4];
+ dest[5] = mat[5];
+ dest[6] = mat[6];
+ dest[7] = mat[7];
+
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ }
+
+ // Perform axis-specific matrix multiplication
+ dest[0] = a00 * c + a20 * -s;
+ dest[1] = a01 * c + a21 * -s;
+ dest[2] = a02 * c + a22 * -s;
+ dest[3] = a03 * c + a23 * -s;
+
+ dest[8] = a00 * s + a20 * c;
+ dest[9] = a01 * s + a21 * c;
+ dest[10] = a02 * s + a22 * c;
+ dest[11] = a03 * s + a23 * c;
+ return dest;
+};
+
+/**
+ * Rotates a matrix by the given angle around the Z axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+mat4.rotateZ = function (mat, angle, dest) {
+ var s = Math.sin(angle),
+ c = Math.cos(angle),
+ a00 = mat[0],
+ a01 = mat[1],
+ a02 = mat[2],
+ a03 = mat[3],
+ a10 = mat[4],
+ a11 = mat[5],
+ a12 = mat[6],
+ a13 = mat[7];
+
+ if (!dest) {
+ dest = mat;
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row
+ dest[8] = mat[8];
+ dest[9] = mat[9];
+ dest[10] = mat[10];
+ dest[11] = mat[11];
+
+ dest[12] = mat[12];
+ dest[13] = mat[13];
+ dest[14] = mat[14];
+ dest[15] = mat[15];
+ }
+
+ // Perform axis-specific matrix multiplication
+ dest[0] = a00 * c + a10 * s;
+ dest[1] = a01 * c + a11 * s;
+ dest[2] = a02 * c + a12 * s;
+ dest[3] = a03 * c + a13 * s;
+
+ dest[4] = a00 * -s + a10 * c;
+ dest[5] = a01 * -s + a11 * c;
+ dest[6] = a02 * -s + a12 * c;
+ dest[7] = a03 * -s + a13 * c;
+
+ return dest;
+};
+
+/**
+ * Generates a frustum matrix with the given bounds
+ *
+ * @param {number} left Left bound of the frustum
+ * @param {number} right Right bound of the frustum
+ * @param {number} bottom Bottom bound of the frustum
+ * @param {number} top Top bound of the frustum
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat4.frustum = function (left, right, bottom, top, near, far, dest) {
+ if (!dest) { dest = mat4.create(); }
+ var rl = (right - left),
+ tb = (top - bottom),
+ fn = (far - near);
+ dest[0] = (near * 2) / rl;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ dest[4] = 0;
+ dest[5] = (near * 2) / tb;
+ dest[6] = 0;
+ dest[7] = 0;
+ dest[8] = (right + left) / rl;
+ dest[9] = (top + bottom) / tb;
+ dest[10] = -(far + near) / fn;
+ dest[11] = -1;
+ dest[12] = 0;
+ dest[13] = 0;
+ dest[14] = -(far * near * 2) / fn;
+ dest[15] = 0;
+ return dest;
+};
+
+/**
+ * Generates a perspective projection matrix with the given bounds
+ *
+ * @param {number} fovy Vertical field of view
+ * @param {number} aspect Aspect ratio. typically viewport width/height
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat4.perspective = function (fovy, aspect, near, far, dest) {
+ var top = near * Math.tan(fovy * Math.PI / 360.0),
+ right = top * aspect;
+ return mat4.frustum(-right, right, -top, top, near, far, dest);
+};
+
+/**
+ * Generates a orthogonal projection matrix with the given bounds
+ *
+ * @param {number} left Left bound of the frustum
+ * @param {number} right Right bound of the frustum
+ * @param {number} bottom Bottom bound of the frustum
+ * @param {number} top Top bound of the frustum
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat4.ortho = function (left, right, bottom, top, near, far, dest) {
+ if (!dest) { dest = mat4.create(); }
+ var rl = (right - left),
+ tb = (top - bottom),
+ fn = (far - near);
+ dest[0] = 2 / rl;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ dest[4] = 0;
+ dest[5] = 2 / tb;
+ dest[6] = 0;
+ dest[7] = 0;
+ dest[8] = 0;
+ dest[9] = 0;
+ dest[10] = -2 / fn;
+ dest[11] = 0;
+ dest[12] = -(left + right) / rl;
+ dest[13] = -(top + bottom) / tb;
+ dest[14] = -(far + near) / fn;
+ dest[15] = 1;
+ return dest;
+};
+
+/**
+ * Generates a look-at matrix with the given eye position, focal point, and up axis
+ *
+ * @param {vec3} eye Position of the viewer
+ * @param {vec3} center Point the viewer is looking at
+ * @param {vec3} up vec3 pointing "up"
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat4.lookAt = function (eye, center, up, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
+ eyex = eye[0],
+ eyey = eye[1],
+ eyez = eye[2],
+ upx = up[0],
+ upy = up[1],
+ upz = up[2],
+ centerx = center[0],
+ centery = center[1],
+ centerz = center[2];
+
+ if (eyex === centerx && eyey === centery && eyez === centerz) {
+ return mat4.identity(dest);
+ }
+
+ //vec3.direction(eye, center, z);
+ z0 = eyex - centerx;
+ z1 = eyey - centery;
+ z2 = eyez - centerz;
+
+ // normalize (no check needed for 0 because of early return)
+ len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
+ z0 *= len;
+ z1 *= len;
+ z2 *= len;
+
+ //vec3.normalize(vec3.cross(up, z, x));
+ x0 = upy * z2 - upz * z1;
+ x1 = upz * z0 - upx * z2;
+ x2 = upx * z1 - upy * z0;
+ len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
+ if (!len) {
+ x0 = 0;
+ x1 = 0;
+ x2 = 0;
+ } else {
+ len = 1 / len;
+ x0 *= len;
+ x1 *= len;
+ x2 *= len;
+ }
+
+ //vec3.normalize(vec3.cross(z, x, y));
+ y0 = z1 * x2 - z2 * x1;
+ y1 = z2 * x0 - z0 * x2;
+ y2 = z0 * x1 - z1 * x0;
+
+ len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
+ if (!len) {
+ y0 = 0;
+ y1 = 0;
+ y2 = 0;
+ } else {
+ len = 1 / len;
+ y0 *= len;
+ y1 *= len;
+ y2 *= len;
+ }
+
+ dest[0] = x0;
+ dest[1] = y0;
+ dest[2] = z0;
+ dest[3] = 0;
+ dest[4] = x1;
+ dest[5] = y1;
+ dest[6] = z1;
+ dest[7] = 0;
+ dest[8] = x2;
+ dest[9] = y2;
+ dest[10] = z2;
+ dest[11] = 0;
+ dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
+ dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
+ dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
+ dest[15] = 1;
+
+ return dest;
+};
+
+/**
+ * Creates a matrix from a quaternion rotation and vector translation
+ * This is equivalent to (but much faster than):
+ *
+ * mat4.identity(dest);
+ * mat4.translate(dest, vec);
+ * var quatMat = mat4.create();
+ * quat4.toMat4(quat, quatMat);
+ * mat4.multiply(dest, quatMat);
+ *
+ * @param {quat4} quat Rotation quaternion
+ * @param {vec3} vec Translation vector
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to a new mat4
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+mat4.fromRotationTranslation = function (quat, vec, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ // Quaternion math
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
+ x2 = x + x,
+ y2 = y + y,
+ z2 = z + z,
+
+ xx = x * x2,
+ xy = x * y2,
+ xz = x * z2,
+ yy = y * y2,
+ yz = y * z2,
+ zz = z * z2,
+ wx = w * x2,
+ wy = w * y2,
+ wz = w * z2;
+
+ dest[0] = 1 - (yy + zz);
+ dest[1] = xy + wz;
+ dest[2] = xz - wy;
+ dest[3] = 0;
+ dest[4] = xy - wz;
+ dest[5] = 1 - (xx + zz);
+ dest[6] = yz + wx;
+ dest[7] = 0;
+ dest[8] = xz + wy;
+ dest[9] = yz - wx;
+ dest[10] = 1 - (xx + yy);
+ dest[11] = 0;
+ dest[12] = vec[0];
+ dest[13] = vec[1];
+ dest[14] = vec[2];
+ dest[15] = 1;
+
+ return dest;
+};
+
+/**
+ * Returns a string representation of a mat4
+ *
+ * @param {mat4} mat mat4 to represent as a string
+ *
+ * @returns {string} String representation of mat
+ */
+mat4.str = function (mat) {
+ return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] +
+ ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] +
+ ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] +
+ ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']';
+};
+
+/*
+ * quat4
+ */
+
+/**
+ * Creates a new instance of a quat4 using the default array type
+ * Any javascript array containing at least 4 numeric elements can serve as a quat4
+ *
+ * @param {quat4} [quat] quat4 containing values to initialize with
+ *
+ * @returns {quat4} New quat4
+ */
+quat4.create = function (quat) {
+ var dest = new MatrixArray(4);
+
+ if (quat) {
+ dest[0] = quat[0];
+ dest[1] = quat[1];
+ dest[2] = quat[2];
+ dest[3] = quat[3];
+ }
+
+ return dest;
+};
+
+/**
+ * Copies the values of one quat4 to another
+ *
+ * @param {quat4} quat quat4 containing values to copy
+ * @param {quat4} dest quat4 receiving copied values
+ *
+ * @returns {quat4} dest
+ */
+quat4.set = function (quat, dest) {
+ dest[0] = quat[0];
+ dest[1] = quat[1];
+ dest[2] = quat[2];
+ dest[3] = quat[3];
+
+ return dest;
+};
+
+/**
+ * Calculates the W component of a quat4 from the X, Y, and Z components.
+ * Assumes that quaternion is 1 unit in length.
+ * Any existing W component will be ignored.
+ *
+ * @param {quat4} quat quat4 to calculate W component of
+ * @param {quat4} [dest] quat4 receiving calculated values. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.calculateW = function (quat, dest) {
+ var x = quat[0], y = quat[1], z = quat[2];
+
+ if (!dest || quat === dest) {
+ quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
+ return quat;
+ }
+ dest[0] = x;
+ dest[1] = y;
+ dest[2] = z;
+ dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
+ return dest;
+};
+
+/**
+ * Calculates the dot product of two quaternions
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ *
+ * @return {number} Dot product of quat and quat2
+ */
+quat4.dot = function(quat, quat2){
+ return quat[0]*quat2[0] + quat[1]*quat2[1] + quat[2]*quat2[2] + quat[3]*quat2[3];
+};
+
+/**
+ * Calculates the inverse of a quat4
+ *
+ * @param {quat4} quat quat4 to calculate inverse of
+ * @param {quat4} [dest] quat4 receiving inverse values. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.inverse = function(quat, dest) {
+ var q0 = quat[0], q1 = quat[1], q2 = quat[2], q3 = quat[3],
+ dot = q0*q0 + q1*q1 + q2*q2 + q3*q3,
+ invDot = dot ? 1.0/dot : 0;
+
+ // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
+
+ if(!dest || quat === dest) {
+ quat[0] *= -invDot;
+ quat[1] *= -invDot;
+ quat[2] *= -invDot;
+ quat[3] *= invDot;
+ return quat;
+ }
+ dest[0] = -quat[0]*invDot;
+ dest[1] = -quat[1]*invDot;
+ dest[2] = -quat[2]*invDot;
+ dest[3] = quat[3]*invDot;
+ return dest;
+};
+
+
+/**
+ * Calculates the conjugate of a quat4
+ * If the quaternion is normalized, this function is faster than quat4.inverse and produces the same result.
+ *
+ * @param {quat4} quat quat4 to calculate conjugate of
+ * @param {quat4} [dest] quat4 receiving conjugate values. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.conjugate = function (quat, dest) {
+ if (!dest || quat === dest) {
+ quat[0] *= -1;
+ quat[1] *= -1;
+ quat[2] *= -1;
+ return quat;
+ }
+ dest[0] = -quat[0];
+ dest[1] = -quat[1];
+ dest[2] = -quat[2];
+ dest[3] = quat[3];
+ return dest;
+};
+
+/**
+ * Calculates the length of a quat4
+ *
+ * Params:
+ * @param {quat4} quat quat4 to calculate length of
+ *
+ * @returns Length of quat
+ */
+quat4.length = function (quat) {
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
+ return Math.sqrt(x * x + y * y + z * z + w * w);
+};
+
+/**
+ * Generates a unit quaternion of the same direction as the provided quat4
+ * If quaternion length is 0, returns [0, 0, 0, 0]
+ *
+ * @param {quat4} quat quat4 to normalize
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.normalize = function (quat, dest) {
+ if (!dest) { dest = quat; }
+
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
+ len = Math.sqrt(x * x + y * y + z * z + w * w);
+ if (len === 0) {
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ return dest;
+ }
+ len = 1 / len;
+ dest[0] = x * len;
+ dest[1] = y * len;
+ dest[2] = z * len;
+ dest[3] = w * len;
+
+ return dest;
+};
+
+/**
+ * Performs quaternion addition
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.add = function (quat, quat2, dest) {
+ if(!dest || quat === dest) {
+ quat[0] += quat2[0];
+ quat[1] += quat2[1];
+ quat[2] += quat2[2];
+ quat[3] += quat2[3];
+ return quat;
+ }
+ dest[0] = quat[0]+quat2[0];
+ dest[1] = quat[1]+quat2[1];
+ dest[2] = quat[2]+quat2[2];
+ dest[3] = quat[3]+quat2[3];
+ return dest;
+};
+
+/**
+ * Performs a quaternion multiplication
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.multiply = function (quat, quat2, dest) {
+ if (!dest) { dest = quat; }
+
+ var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3],
+ qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3];
+
+ dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ return dest;
+};
+
+/**
+ * Transforms a vec3 with the given quaternion
+ *
+ * @param {quat4} quat quat4 to transform the vector with
+ * @param {vec3} vec vec3 to transform
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns dest if specified, vec otherwise
+ */
+quat4.multiplyVec3 = function (quat, vec, dest) {
+ if (!dest) { dest = vec; }
+
+ var x = vec[0], y = vec[1], z = vec[2],
+ qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3],
+
+ // calculate quat * vec
+ ix = qw * x + qy * z - qz * y,
+ iy = qw * y + qz * x - qx * z,
+ iz = qw * z + qx * y - qy * x,
+ iw = -qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+ dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+ dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+ dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+
+ return dest;
+};
+
+/**
+ * Multiplies the components of a quaternion by a scalar value
+ *
+ * @param {quat4} quat to scale
+ * @param {number} val Value to scale by
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.scale = function (quat, val, dest) {
+ if(!dest || quat === dest) {
+ quat[0] *= val;
+ quat[1] *= val;
+ quat[2] *= val;
+ quat[3] *= val;
+ return quat;
+ }
+ dest[0] = quat[0]*val;
+ dest[1] = quat[1]*val;
+ dest[2] = quat[2]*val;
+ dest[3] = quat[3]*val;
+ return dest;
+};
+
+/**
+ * Calculates a 3x3 matrix from the given quat4
+ *
+ * @param {quat4} quat quat4 to create matrix from
+ * @param {mat3} [dest] mat3 receiving operation result
+ *
+ * @returns {mat3} dest if specified, a new mat3 otherwise
+ */
+quat4.toMat3 = function (quat, dest) {
+ if (!dest) { dest = mat3.create(); }
+
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
+ x2 = x + x,
+ y2 = y + y,
+ z2 = z + z,
+
+ xx = x * x2,
+ xy = x * y2,
+ xz = x * z2,
+ yy = y * y2,
+ yz = y * z2,
+ zz = z * z2,
+ wx = w * x2,
+ wy = w * y2,
+ wz = w * z2;
+
+ dest[0] = 1 - (yy + zz);
+ dest[1] = xy + wz;
+ dest[2] = xz - wy;
+
+ dest[3] = xy - wz;
+ dest[4] = 1 - (xx + zz);
+ dest[5] = yz + wx;
+
+ dest[6] = xz + wy;
+ dest[7] = yz - wx;
+ dest[8] = 1 - (xx + yy);
+
+ return dest;
+};
+
+/**
+ * Calculates a 4x4 matrix from the given quat4
+ *
+ * @param {quat4} quat quat4 to create matrix from
+ * @param {mat4} [dest] mat4 receiving operation result
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+quat4.toMat4 = function (quat, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
+ x2 = x + x,
+ y2 = y + y,
+ z2 = z + z,
+
+ xx = x * x2,
+ xy = x * y2,
+ xz = x * z2,
+ yy = y * y2,
+ yz = y * z2,
+ zz = z * z2,
+ wx = w * x2,
+ wy = w * y2,
+ wz = w * z2;
+
+ dest[0] = 1 - (yy + zz);
+ dest[1] = xy + wz;
+ dest[2] = xz - wy;
+ dest[3] = 0;
+
+ dest[4] = xy - wz;
+ dest[5] = 1 - (xx + zz);
+ dest[6] = yz + wx;
+ dest[7] = 0;
+
+ dest[8] = xz + wy;
+ dest[9] = yz - wx;
+ dest[10] = 1 - (xx + yy);
+ dest[11] = 0;
+
+ dest[12] = 0;
+ dest[13] = 0;
+ dest[14] = 0;
+ dest[15] = 1;
+
+ return dest;
+};
+
+/**
+ * Performs a spherical linear interpolation between two quat4
+ *
+ * @param {quat4} quat First quaternion
+ * @param {quat4} quat2 Second quaternion
+ * @param {number} slerp Interpolation amount between the two inputs
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+quat4.slerp = function (quat, quat2, slerp, dest) {
+ if (!dest) { dest = quat; }
+
+ var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3],
+ halfTheta,
+ sinHalfTheta,
+ ratioA,
+ ratioB;
+
+ if (Math.abs(cosHalfTheta) >= 1.0) {
+ if (dest !== quat) {
+ dest[0] = quat[0];
+ dest[1] = quat[1];
+ dest[2] = quat[2];
+ dest[3] = quat[3];
+ }
+ return dest;
+ }
+
+ halfTheta = Math.acos(cosHalfTheta);
+ sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);
+
+ if (Math.abs(sinHalfTheta) < 0.001) {
+ dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5);
+ dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5);
+ dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5);
+ dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5);
+ return dest;
+ }
+
+ ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta;
+ ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta;
+
+ dest[0] = (quat[0] * ratioA + quat2[0] * ratioB);
+ dest[1] = (quat[1] * ratioA + quat2[1] * ratioB);
+ dest[2] = (quat[2] * ratioA + quat2[2] * ratioB);
+ dest[3] = (quat[3] * ratioA + quat2[3] * ratioB);
+
+ return dest;
+};
+
+/**
+ * Returns a string representation of a quaternion
+ *
+ * @param {quat4} quat quat4 to represent as a string
+ *
+ * @returns {string} String representation of quat
+ */
+quat4.str = function (quat) {
+ return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
+};
+
+
+return {
+ vec3: vec3,
+ mat3: mat3,
+ mat4: mat4,
+ quat4: quat4
+};
+
+})();
+
diff --git a/src/intertyper.js b/src/intertyper.js
index 26f55392..0f9ce659 100644
--- a/src/intertyper.js
+++ b/src/intertyper.js
@@ -118,7 +118,7 @@ function intertyper(data, sidePass, baseLineNums) {
var func = funcHeader.processItem(tokenizer.processItem({ lineText: currFunctionLines[0], lineNum: currFunctionLineNum }, true))[0];
if (SKIP_STACK_IN_SMALL && /emscripten_autodebug/.exec(func.ident)) {
- warn('Disabling SKIP_STACK_IN_SMALL because we are apparently processing autodebugger data');
+ warnOnce('Disabling SKIP_STACK_IN_SMALL because we are apparently processing autodebugger data');
SKIP_STACK_IN_SMALL = 0;
}
diff --git a/src/jsifier.js b/src/jsifier.js
index 8e688d8d..904517e1 100644
--- a/src/jsifier.js
+++ b/src/jsifier.js
@@ -375,11 +375,15 @@ function JSify(data, functionsOnly, givenFunctions) {
processItem: function(item) {
function addFromLibrary(ident) {
if (ident in addedLibraryItems) return '';
+ addedLibraryItems[ident] = true;
+
+ // dependencies can be JS functions, which we just run
+ if (typeof ident == 'function') return ident();
+
// Don't replace implemented functions with library ones (which can happen when we add dependencies).
// Note: We don't return the dependencies here. Be careful not to end up where this matters
if (('_' + ident) in Functions.implementedFunctions) return '';
- addedLibraryItems[ident] = true;
var snippet = LibraryManager.library[ident];
var redirectedIdent = null;
var deps = LibraryManager.library[ident + '__deps'] || [];
diff --git a/src/library.js b/src/library.js
index 19b8e90f..b468f3f1 100644
--- a/src/library.js
+++ b/src/library.js
@@ -4258,19 +4258,13 @@ LibraryManager.library = {
isdigit: function(chr) {
return chr >= '0'.charCodeAt(0) && chr <= '9'.charCodeAt(0);
},
- isdigit_l__deps: ['isdigit'],
- isdigit_l: function(chr, loc) {
- return _isdigit(chr);
- },
+ isdigit_l: 'isdigit', // no locale support yet
isxdigit: function(chr) {
return (chr >= '0'.charCodeAt(0) && chr <= '9'.charCodeAt(0)) ||
(chr >= 'a'.charCodeAt(0) && chr <= 'f'.charCodeAt(0)) ||
(chr >= 'A'.charCodeAt(0) && chr <= 'F'.charCodeAt(0));
},
- isxdigit_l__deps: ['isxdigit'],
- isxdigit_l: function(chr, loc) {
- return _isxdigit(chr);
- },
+ isxdigit_l: 'isxdigit', // no locale support yet
isalnum: function(chr) {
return (chr >= '0'.charCodeAt(0) && chr <= '9'.charCodeAt(0)) ||
(chr >= 'a'.charCodeAt(0) && chr <= 'z'.charCodeAt(0)) ||
@@ -5345,6 +5339,7 @@ LibraryManager.library = {
// TODO: Implement.
return 0;
},
+ strftime_l: 'strftime', // no locale support yet
strptime: function(buf, format, tm) {
// char *strptime(const char *restrict buf, const char *restrict format, struct tm *restrict tm);
@@ -5352,6 +5347,7 @@ LibraryManager.library = {
// TODO: Implement.
return 0;
},
+ strptime_l: 'strptime', // no locale support yet
getdate: function(string) {
// struct tm *getdate(const char *string);
diff --git a/src/library_gl.js b/src/library_gl.js
index c462927d..e77669d6 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -9,7 +9,7 @@ var LibraryGL = {
buffers: {},
programs: {},
framebuffers: {},
- renderbuffer: {},
+ renderbuffers: {},
textures: {},
uniforms: {},
shaders: {},
@@ -1014,12 +1014,17 @@ var LibraryGL = {
}
return Runtime.addFunction(func);
}
+ },
+
+ glBegin__deps: ['$GL', function() { return 'GL.matrix.lib = ' + read('gl-matrix.js') }],
+ glBegin: function() {
+ Module.print('TODO');
}
};
-// Simple pass-through functions
+// Simple pass-through functions. Starred ones have return values.
[[0, 'shadeModel fogi fogfv getError finish flush'],
- [1, 'clearDepth depthFunc enable disable frontFace cullFace clear enableVertexAttribArray disableVertexAttribArray lineWidth clearStencil depthMask stencilMask stencilMaskSeparate checkFramebufferStatus generateMipmap activeTexture blendEquation'],
+ [1, 'clearDepth depthFunc enable disable frontFace cullFace clear enableVertexAttribArray disableVertexAttribArray lineWidth clearStencil depthMask stencilMask stencilMaskSeparate checkFramebufferStatus* generateMipmap activeTexture blendEquation'],
[2, 'pixelStorei blendFunc blendEquationSeparate'],
[3, 'texParameteri texParameterf drawArrays vertexAttrib2f'],
[4, 'viewport clearColor scissor vertexAttrib3f colorMask drawElements renderbufferStorage blendFuncSeparate'],
@@ -1029,8 +1034,14 @@ var LibraryGL = {
var num = data[0];
var names = data[1];
var args = range(num).map(function(i) { return 'x' + i }).join(', ');
- var stub = '(function(' + args + ') { ' + (num > 0 ? 'Module.ctx.NAME(' + args + ')' : '') + ' })';
+ var plainStub = '(function(' + args + ') { ' + (num > 0 ? 'Module.ctx.NAME(' + args + ')' : '') + ' })';
+ var returnStub = '(function(' + args + ') { ' + (num > 0 ? 'return Module.ctx.NAME(' + args + ')' : '') + ' })';
names.split(' ').forEach(function(name_) {
+ var stub = plainStub;
+ if (name_[name_.length-1] == '*') {
+ name_ = name_.substr(0, name_.length-1);
+ stub = returnStub;
+ }
var cName = 'gl' + name_[0].toUpperCase() + name_.substr(1);
assert(!(cName in LibraryGL), "Cannot reimplement the existing function " + cName);
LibraryGL[cName] = eval(stub.replace('NAME', name_));
diff --git a/src/parseTools.js b/src/parseTools.js
index 8c655904..8ccf1f9f 100644
--- a/src/parseTools.js
+++ b/src/parseTools.js
@@ -499,7 +499,7 @@ function IEEEUnHex(stringy) {
while (stringy.length < 16) stringy = '0' + stringy;
if (FAKE_X86_FP80 && stringy.length > 16) {
stringy = stringy.substr(stringy.length-16, 16);
- warnOnce('.ll contains floating-point values with more than 64 bits. Faking values for them. If they are used, this will almost certainly fail!');
+ warnOnce('.ll contains floating-point values with more than 64 bits. Faking values for them. If they are used, this will almost certainly break horribly!');
}
assert(stringy.length === 16, 'Can only unhex 16-digit double numbers, nothing platform-specific'); // |long double| can cause x86_fp80 which causes this
var top = eval('0x' + stringy[0]);
@@ -1293,17 +1293,11 @@ function makeGetSlabs(ptr, type, allowMultiple, unsigned) {
}
} else { // USE_TYPED_ARRAYS == 2)
if (isPointerType(type)) type = 'i32'; // Hardcoded 32-bit
- var warn64 = function() {
- warnOnce('.ll contains i64 or double values. These 64-bit values are dangerous in USE_TYPED_ARRAYS == 2. ' +
- 'We store i64 as i32, and double as float. This can cause serious problems!');
- };
switch(type) {
case 'i1': case 'i8': return [unsigned ? 'HEAPU8' : 'HEAP8']; break;
case 'i16': return [unsigned ? 'HEAPU16' : 'HEAP16']; break;
- case 'i64': warn64();
- case 'i32': return [unsigned ? 'HEAPU32' : 'HEAP32']; break;
- case 'float': return ['HEAPF32']; break;
- case 'double': warn64(); return ['HEAPF32']; break;
+ case 'i32': case 'i64': return [unsigned ? 'HEAPU32' : 'HEAP32']; break;
+ case 'float': case 'double': return ['HEAPF32']; break;
default: {
throw 'what, exactly, can we do for unknown types in TA2?! ' + new Error().stack;
}
@@ -1322,8 +1316,7 @@ function finalizeLLVMFunctionCall(item, noIndexizeFunctions) {
var newType = item.type;
if (isPossiblyFunctionType(oldType) && isPossiblyFunctionType(newType) &&
countNormalArgs(oldType) != countNormalArgs(newType)) {
- warn('Casting a function pointer type to another with a different number of arguments. See more info in the source (grep for this text). ' +
- oldType + ' ==> ' + newType);
+ warnOnce('Casting a function pointer type to another with a different number of arguments. See more info in the source');
// This may be dangerous as clang generates different code for C and C++ calling conventions. The only problem
// case appears to be passing a structure by value, C will have (field1, field2) as function args, and the
// function will internally create a structure with that data, while C++ will have (struct* byVal) and it
@@ -1417,7 +1410,7 @@ function handleOverflow(text, bits) {
// TODO: handle overflows of i64s
if (!bits) return text;
var correct = correctOverflows();
- warn(!correct || bits <= 32, 'Cannot correct overflows of this many bits: ' + bits + ' at line ' + Framework.currItem.lineNum);
+ warnOnce(!correct || bits <= 32, 'Cannot correct overflows of this many bits: ' + bits);
if (CHECK_OVERFLOWS) return 'CHECK_OVERFLOW(' + text + ', ' + bits + ', ' + Math.floor(correctSpecificOverflow() && !PGO) + (
PGO ? ', "' + Debugging.getIdentifier() + '"' : ''
) + ')';
diff --git a/src/preamble.js b/src/preamble.js
index 968571a0..7c2b1a50 100644
--- a/src/preamble.js
+++ b/src/preamble.js
@@ -104,7 +104,7 @@ function SAFE_HEAP_STORE(dest, value, type, ignore) {
}
function SAFE_HEAP_LOAD(dest, type, unsigned, ignore) {
- SAFE_HEAP_ACCESS(dest, type, ignore);
+ SAFE_HEAP_ACCESS(dest, type, false, ignore);
#if SAFE_HEAP_LOG
Module.print('SAFE_HEAP load: ' + [dest, type, getValue(dest, type, 1), ignore]);
diff --git a/src/utility.js b/src/utility.js
index 31eff100..7d5e0970 100644
--- a/src/utility.js
+++ b/src/utility.js
@@ -62,15 +62,21 @@ function warn(a, msg) {
a = false;
}
if (!a) {
- dprint('Warning: ' + msg);
+ printErr('Warning: ' + msg);
}
}
-function warnOnce(msg) {
- if (!warnOnce.msgs) warnOnce.msgs = {};
- if (msg in warnOnce.msgs) return;
- warnOnce.msgs[msg] = true;
- dprint('Warning: ' + msg);
+function warnOnce(a, msg) {
+ if (!msg) {
+ msg = a;
+ a = false;
+ }
+ if (!a) {
+ if (!warnOnce.msgs) warnOnce.msgs = {};
+ if (msg in warnOnce.msgs) return;
+ warnOnce.msgs[msg] = true;
+ printErr('Warning: ' + msg);
+ }
}
function dedup(items, ident) {
diff --git a/tests/browser_harness.html b/tests/browser_harness.html
index 3fbe8646..86f3749f 100644
--- a/tests/browser_harness.html
+++ b/tests/browser_harness.html
@@ -1,5 +1,9 @@
<html>
+<head>
+ <title>Emscripten Browser Test Harness</title>
+</head>
<body>
+<h2><b>Running tests...</b></h2>
<div id="output"></div>
<script>
var counter = 0;
@@ -9,8 +13,8 @@
try {
request.send(null);
if (request.responseText != 'False') {
- document.getElementById('output').innerHTML += 'opening test window ' + (counter++) + '..<br>';
window.open(request.responseText);
+ document.getElementById('output').innerHTML += 'opened test window ' + (counter++) + '..<br>';
}
setTimeout(check, 333);
} catch(e) {
diff --git a/tests/htmltest.png b/tests/htmltest.png
new file mode 100644
index 00000000..980245ee
--- /dev/null
+++ b/tests/htmltest.png
Binary files differ
diff --git a/tests/runner.py b/tests/runner.py
index c50a259d..6db096d9 100755
--- a/tests/runner.py
+++ b/tests/runner.py
@@ -79,7 +79,7 @@ class RunnerCore(unittest.TestCase):
if not self.save_dir:
dirname = tempfile.mkdtemp(prefix='emscripten_test_' + self.__class__.__name__ + '_', dir=TEMP_DIR)
else:
- dirname = EMSCRIPTEN_TEMP_DIR
+ dirname = CANONICAL_TEMP_DIR
if not os.path.exists(dirname):
os.makedirs(dirname)
self.working_dir = dirname
@@ -2639,6 +2639,8 @@ def process(filename):
# part 2: make sure we warn about mixing c and c++ calling conventions here
+ if not (self.emcc_args is None or self.emcc_args == []): return # Optimized code is missing the warning comments
+
header = r'''
struct point
{
@@ -2691,17 +2693,11 @@ def process(filename):
all_name = os.path.join(self.get_dir(), 'all.bc')
Building.link([supp_name + '.o', main_name + '.o'], all_name)
- try:
- # This will fail! See explanation near the warning we check for, in the compiler source code
- self.do_ll_run(all_name, 'pre: 54,2\ndump: 55,3\ndump: 55,3\npost: 54,2')
- except Exception, e:
- # Check for warning in the generated code
- generated = open(os.path.join(self.get_dir(), 'src.cpp.o.js')).read()
- if self.emcc_args is None or self.emcc_args == []: # Optimized code is missing the warning comments
- assert 'Casting a function pointer type to another with a different number of arguments.' in generated, 'Missing expected warning'
- assert 'void (i32, i32)* ==> void (%struct.point.0*)*' in generated, 'Missing expected warning details'
- return
- raise Exception('We should not have gotten to here!')
+ # This will fail! See explanation near the warning we check for, in the compiler source code
+ output = Popen(['python', EMCC, all_name], stderr=PIPE).communicate()
+ # Check for warning in the generated code
+ generated = open(os.path.join(self.get_dir(), 'src.cpp.o.js')).read()
+ assert 'Casting a function pointer type to another with a different number of arguments.' in output[1], 'Missing expected warning'
def test_stdlibs(self):
if Settings.USE_TYPED_ARRAYS == 2:
@@ -6670,11 +6666,17 @@ elif 'browser' in str(sys.argv):
if 'report_' in s.path:
q.put(s.path)
else:
- s.send_response(200)
- s.send_header("Content-type", "text/html")
- s.end_headers()
- s.wfile.write(open(s.path[1:]).read())
- s.wfile.close()
+ filename = s.path[1:]
+ if os.path.exists(filename):
+ s.send_response(200)
+ s.send_header("Content-type", "text/html")
+ s.end_headers()
+ s.wfile.write(open(filename).read())
+ s.wfile.close()
+ else:
+ s.send_response(500)
+ s.send_header("Content-type", "text/html")
+ s.end_headers()
os.chdir(self.get_dir())
httpd = BaseHTTPServer.HTTPServer(('localhost', 8888), TestServerHandler)
httpd.serve_forever() # test runner will kill us
@@ -6700,13 +6702,6 @@ elif 'browser' in str(sys.argv):
time.sleep(5)
print '(moving on..)'
- def test_html(self):
- # test HTML generation.
- output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_sdl.cpp'), '-o', 'something.html'], stdout=PIPE, stderr=PIPE).communicate()
- assert len(output[0]) == 0, output[0]
- assert os.path.exists('something.html'), output
- self.run_browser('something.html', 'You should see "hello, world!" and a colored cube.')
-
def with_report_result(self, code):
return code.replace('REPORT_RESULT();', '''
char output[1000];
@@ -6772,6 +6767,12 @@ elif 'browser' in str(sys.argv):
};
''' % basename)
+ def test_html(self):
+ # test HTML generation.
+ self.reftest(path_from_root('tests', 'htmltest.png'))
+ output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_sdl.cpp'), '-o', 'something.html', '--pre-js', 'reftest.js']).communicate()
+ self.run_browser('something.html', 'You should see "hello, world!" and a colored cube.', '/report_result?0')
+
def test_compression(self):
open(os.path.join(self.get_dir(), 'main.cpp'), 'w').write(self.with_report_result(r'''
#include <stdio.h>
@@ -7006,55 +7007,49 @@ elif 'browser' in str(sys.argv):
html_file.write('''
<html>
<body>
+ Worker Test
<script>
var worker = new Worker('worker.js');
worker.onmessage = function(event) {
- document.write("<hr>Called back by the worker: " + event.data + "<br><hr>");
+ var xhr = new XMLHttpRequest();
+ xhr.open('GET', 'http://localhost:8888/report_result?' + event.data);
+ xhr.send();
+ setTimeout(function() { window.close() }, 1000);
};
</script>
</body>
</html>
''')
html_file.close()
- self.run_browser('main.html', 'You should see that the worker was called, and said "hello from worker!"')
+ self.run_browser('main.html', 'You should see that the worker was called, and said "hello from worker!"', '/report_result?hello%20from%20worker!')
def test_glgears(self):
self.reftest(path_from_root('tests', 'gears.png'))
- output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
- '-DHAVE_BUILTIN_SINCOS', '--pre-js', 'reftest.js'],
- stdout=PIPE, stderr=PIPE).communicate()
- assert len(output[0]) == 0, output[0]
- assert os.path.exists('something.html'), output
+ Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
+ '-DHAVE_BUILTIN_SINCOS', '--pre-js', 'reftest.js']).communicate()
self.run_browser('something.html', 'You should see animating gears.', '/report_result?0')
def test_glgears_animation(self):
- output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
+ Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
'-DHAVE_BUILTIN_SINCOS',
- '--shell-file', path_from_root('tests', 'hello_world_gles_shell.html')],
- stdout=PIPE, stderr=PIPE).communicate()
- assert len(output[0]) == 0, output[0]
- assert os.path.exists('something.html'), output
+ '--shell-file', path_from_root('tests', 'hello_world_gles_shell.html')]).communicate()
self.run_browser('something.html', 'You should see animating gears.', '/report_gl_result?true')
def test_glgears_bad(self):
# Make sure that OpenGL ES is not available if typed arrays are not used
- output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
+ Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles.c'), '-o', 'something.html',
'-DHAVE_BUILTIN_SINCOS',
'-s', 'USE_TYPED_ARRAYS=0',
- '--shell-file', path_from_root('tests', 'hello_world_gles_shell.html')],
- stdout=PIPE, stderr=PIPE).communicate()
- assert len(output[0]) == 0, output[0]
- assert os.path.exists('something.html'), output
+ '--shell-file', path_from_root('tests', 'hello_world_gles_shell.html')]).communicate()
self.run_browser('something.html', 'You should not see animating gears.', '/report_gl_result?false')
def test_glgears_deriv(self):
self.reftest(path_from_root('tests', 'gears.png'))
- output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles_deriv.c'), '-o', 'something.html',
- '-DHAVE_BUILTIN_SINCOS', '--pre-js', 'reftest.js'],
- stdout=PIPE, stderr=PIPE).communicate()
- assert len(output[0]) == 0, output[0]
- assert os.path.exists('something.html'), output
+ Popen(['python', EMCC, path_from_root('tests', 'hello_world_gles_deriv.c'), '-o', 'something.html',
+ '-DHAVE_BUILTIN_SINCOS', '--pre-js', 'reftest.js']).communicate()
self.run_browser('something.html', 'You should see animating gears.', '/report_result?0')
+ src = open('something.html').read()
+ assert 'gl-matrix' not in src, 'Should not include glMatrix when not needed'
def test_glbook(self):
programs = self.get_library('glbook', [
@@ -7547,6 +7542,24 @@ elif 'sanity' in str(sys.argv):
assert mtime(SANITY_FILE) >= mtime(CONFIG_FILE)
self.assertNotContained(SANITY_FAIL_MESSAGE, output)
+ # emcc should be configurable directly from EM_CONFIG without any config file
+ restore()
+ config = open(CONFIG_FILE, 'r').read()
+ os.environ['EM_CONFIG'] = config
+ wipe()
+ dirname = tempfile.mkdtemp(prefix='emscripten_test_' + self.__class__.__name__ + '_', dir=TEMP_DIR)
+ open(os.path.join(dirname, 'main.cpp'), 'w').write('''
+ #include <stdio.h>
+ int main() {
+ printf("hello from emcc with no config file\\n");
+ return 0;
+ }
+ ''')
+ Popen(['python', EMCC, os.path.join(dirname, 'main.cpp'), '-o', os.path.join(dirname, 'a.out.js')]).communicate()
+ self.assertContained('hello from emcc with no config file', run_js(os.path.join(dirname, 'a.out.js')))
+ del os.environ['EM_CONFIG']
+ shutil.rmtree(dirname)
+
def test_emcc_caching(self):
INCLUDING_MESSAGE = 'emcc: including X'
BUILDING_MESSAGE = 'emcc: building X for cache'
diff --git a/tools/autodebugger.py b/tools/autodebugger.py
index 51661ec7..943ff043 100644
--- a/tools/autodebugger.py
+++ b/tools/autodebugger.py
@@ -11,6 +11,7 @@ Warning: You probably want to compile with SKIP_STACK_IN_SMALL=0! Otherwise
import os, sys, re
ALLOW_POINTERS = False
+ALLOW_MISC = True
MEMCPY = False
POSTAMBLE = '''
@@ -242,6 +243,23 @@ for i in range(len(lines)):
index = i+1+lines_added
lines[i] += '\n call void @emscripten_autodebug_%s(i32 %d, %s %%%s)' % (m.group('type'), index, m.group('type'), m.group('var'))
lines_added += 1
+ continue
+ if ALLOW_MISC:
+ m = re.match(' %(?P<var>[\w_.]+) = (call|mul|add) (nsw )?(?P<type>i64|i32|i16|i8|float|double+) .*', lines[i])
+ if m:
+ index = i+1+lines_added
+ lines[i] += '\n call void @emscripten_autodebug_%s(i32 %d, %s %%%s)' % (m.group('type'), index, m.group('type'), m.group('var'))
+ lines_added += 1
+ continue
+ m = re.match(' call void @llvm\.memcpy\.p0i8\.p0i8\.i32\(i8\* %(?P<dst>[\w_.]+), i8\* %(?P<src>[\w_.]+), i32 8, i32 (?P<align>\d+),.*', lines[i])
+ if m:
+ index = i+1+lines_added
+ lines[i] += '\n %%adpretemp%d = bitcast i8* %%%s to i64*' % (index, m.group('src')) + \
+ '\n %%adtemp%d = load i64* %%adpretemp%d, align %s' % (index, index, m.group('align')) + \
+ '\n call void @emscripten_autodebug_%s(i32 %d, %s %%adtemp%d)' % ('i64', index, 'i64', index)
+ lines_added += 3
+ continue
+
finally:
if len(pre) > 0:
lines[i] = pre + '\n' + lines[i]
diff --git a/tools/shared.py b/tools/shared.py
index 532f561f..58ca4ca5 100644
--- a/tools/shared.py
+++ b/tools/shared.py
@@ -6,15 +6,22 @@ __rootpath__ = os.path.abspath(os.path.dirname(os.path.dirname(__file__)))
def path_from_root(*pathelems):
return os.path.join(__rootpath__, *pathelems)
-# Config file
+# Emscripten configuration is done through the EM_CONFIG environment variable.
+# If the string value contained in this environment variable contains newline
+# separated definitions, then these definitions will be used to configure
+# Emscripten. Otherwise, the string is understood to be a path to a settings
+# file that contains the required definitions.
EM_CONFIG = os.environ.get('EM_CONFIG')
if not EM_CONFIG:
EM_CONFIG = '~/.emscripten'
-CONFIG_FILE = os.path.expanduser(EM_CONFIG)
-if not os.path.exists(CONFIG_FILE):
- shutil.copy(path_from_root('settings.py'), CONFIG_FILE)
- print >> sys.stderr, '''
+if '\n' in EM_CONFIG:
+ CONFIG_FILE = None
+else:
+ CONFIG_FILE = os.path.expanduser(EM_CONFIG)
+ if not os.path.exists(CONFIG_FILE):
+ shutil.copy(path_from_root('settings.py'), CONFIG_FILE)
+ print >> sys.stderr, '''
==============================================================================
Welcome to Emscripten!
@@ -28,9 +35,9 @@ make sure LLVM_ROOT and NODE_JS are correct.
This command will now exit. When you are done editing those paths, re-run it.
==============================================================================
''' % (EM_CONFIG, CONFIG_FILE)
- sys.exit(0)
+ sys.exit(0)
try:
- exec(open(CONFIG_FILE, 'r').read())
+ exec(open(CONFIG_FILE, 'r').read() if CONFIG_FILE else EM_CONFIG)
except Exception, e:
print >> sys.stderr, 'Error in evaluating %s (at %s): %s' % (EM_CONFIG, CONFIG_FILE, str(e))
sys.exit(1)
@@ -43,6 +50,8 @@ except Exception, e:
def check_sanity(force=False):
try:
if not force:
+ if not CONFIG_FILE:
+ return # config stored directly in EM_CONFIG => skip sanity checks
settings_mtime = os.stat(CONFIG_FILE).st_mtime
sanity_file = CONFIG_FILE + '_sanity'
try:
@@ -117,11 +126,12 @@ JS_OPTIMIZER = path_from_root('tools', 'js-optimizer.js')
# Temp dir. Create a random one, unless EMCC_DEBUG is set, in which case use TEMP_DIR/emscripten_temp
+CANONICAL_TEMP_DIR = os.path.join(TEMP_DIR, 'emscripten_temp')
EMSCRIPTEN_TEMP_DIR = None
if os.environ.get('EMCC_DEBUG'):
try:
- EMSCRIPTEN_TEMP_DIR = os.path.join(TEMP_DIR, 'emscripten_temp')
+ EMSCRIPTEN_TEMP_DIR = CANONICAL_TEMP_DIR
if not os.path.exists(EMSCRIPTEN_TEMP_DIR):
os.makedirs(EMSCRIPTEN_TEMP_DIR)
except:
@@ -183,8 +193,11 @@ else:
#if 'strict' not in str(SPIDERMONKEY_ENGINE): # XXX temporarily disable strict mode until we sort out some stuff
# SPIDERMONKEY_ENGINE += ['-e', "options('strict')"] # Strict mode in SpiderMonkey. With V8 we check that fallback to non-strict works too
-if 'gcparam' not in str(SPIDERMONKEY_ENGINE):
- SPIDERMONKEY_ENGINE += ['-e', "gcparam('maxBytes', 1024*1024*1024);"] # Our very large files need lots of gc heap
+try:
+ if 'gcparam' not in str(SPIDERMONKEY_ENGINE):
+ SPIDERMONKEY_ENGINE += ['-e', "gcparam('maxBytes', 1024*1024*1024);"] # Our very large files need lots of gc heap
+except NameError:
+ pass
WINDOWS = sys.platform.startswith ('win')
@@ -228,6 +241,8 @@ class TempFiles:
def check_engine(engine):
# TODO: we call this several times, perhaps cache the results?
try:
+ if not CONFIG_FILE:
+ return True # config stored directly in EM_CONFIG => skip engine check
return 'hello, world!' in run_js(path_from_root('tests', 'hello_world.js'), engine)
except Exception, e:
print 'Checking JS engine %s failed. Check %s. Details: %s' % (str(engine), EM_CONFIG, str(e))
@@ -810,7 +825,9 @@ set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)''' % { 'winfix': '' if not WINDOWS e
# Permanent cache for dlmalloc and stdlibc++
class Cache:
- dirname = os.path.expanduser(os.path.join('~', '.emscripten_cache'))
+ dirname = os.environ.get('EM_CACHE')
+ if not dirname:
+ dirname = os.path.expanduser(os.path.join('~', '.emscripten_cache'))
@staticmethod
def erase():