diff options
-rw-r--r-- | src/library_gl.js | 115 |
1 files changed, 105 insertions, 10 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index 68cce3c1..e043ef47 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -288,6 +288,22 @@ var LibraryGL = { } }, +#if GL_FFP_ONLY + enabledClientAttribIndices: [], + enableVertexAttribArray: function enableVertexAttribArray(index) { + if (!GL.enabledClientAttribIndices[index]) { + GL.enabledClientAttribIndices[index] = true; + Module.ctx.enableVertexAttribArray(index); + } + }, + disableVertexAttribArray: function disableVertexAttribArray(index) { + if (GL.enabledClientAttribIndices[index]) { + GL.enabledClientAttribIndices[index] = false; + Module.ctx.disableVertexAttribArray(index); + } + }, +#endif + #if FULL_ES2 calcBufLength: function calcBufLength(size, type, stride, count) { if (stride > 0) { @@ -3657,7 +3673,18 @@ var LibraryGL = { this.program = Module.ctx.createProgram(); Module.ctx.attachShader(this.program, this.vertexShader); Module.ctx.attachShader(this.program, this.fragmentShader); - Module.ctx.bindAttribLocation(this.program, 0, 'a_position'); + + // 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. + // This optimization is enabled only if GL_FFP_ONLY is specified, since user could also create their + // own shaders that didn't have attributes in the same locations. + Module.ctx.bindAttribLocation(this.program, GL.immediate.VERTEX, 'a_position'); + Module.ctx.bindAttribLocation(this.program, GL.immediate.COLOR, 'a_color'); + Module.ctx.bindAttribLocation(this.program, GL.immediate.NORMAL, 'a_normal'); + for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { + Module.ctx.bindAttribLocation(this.program, GL.immediate.TEXTURE0 + i, 'a_texCoord'+i); + Module.ctx.bindAttribLocation(this.program, GL.immediate.TEXTURE0 + i, aTexCoordPrefix+i); + } Module.ctx.linkProgram(this.program); } @@ -3790,10 +3817,45 @@ var LibraryGL = { #if GL_ASSERTIONS GL.validateVertexAttribPointer(posAttr.size, posAttr.type, GL.immediate.stride, clientAttributes[GL.immediate.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); + 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); + } + } +#else Module.ctx.vertexAttribPointer(this.positionLocation, posAttr.size, posAttr.type, false, GL.immediate.stride, posAttr.offset); Module.ctx.enableVertexAttribArray(this.positionLocation); + if (this.hasNormal) { + var normalAttr = clientAttributes[GL.immediate.NORMAL]; +#if GL_ASSERTIONS + GL.validateVertexAttribPointer(normalAttr.size, normalAttr.type, GL.immediate.stride, normalAttr.offset); +#endif + Module.ctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GL.immediate.stride, normalAttr.offset); + Module.ctx.enableVertexAttribArray(this.normalLocation); + } +#endif if (this.hasTextures) { for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { +#if GL_FFP_ONLY + if (!GL.currArrayBuffer) { + var attribLoc = GL.immediate.TEXTURE0+i; + var texAttr = clientAttributes[attribLoc]; + if (texAttr.size) { + Module.ctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GL.immediate.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); + GL.disableVertexAttribArray(attribLoc); + } + } +#else var attribLoc = this.texCoordLocations[i]; if (attribLoc === undefined || attribLoc < 0) continue; var texAttr = clientAttributes[GL.immediate.TEXTURE0+i]; @@ -3809,7 +3871,7 @@ var LibraryGL = { Module.ctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1); Module.ctx.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]; @@ -3822,19 +3884,23 @@ var LibraryGL = { #if GL_ASSERTIONS GL.validateVertexAttribPointer(colorAttr.size, colorAttr.type, GL.immediate.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); + } +#else Module.ctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GL.immediate.stride, colorAttr.offset); Module.ctx.enableVertexAttribArray(this.colorLocation); +#endif } else if (this.hasColor) { +#if GL_FFP_ONLY + GL.disableVertexAttribArray(GL.immediate.COLOR); + Module.ctx.vertexAttrib4fv(GL.immediate.COLOR, GL.immediate.clientColor); +#else Module.ctx.disableVertexAttribArray(this.colorLocation); Module.ctx.vertexAttrib4fv(this.colorLocation, GL.immediate.clientColor); - } - if (this.hasNormal) { - var normalAttr = clientAttributes[GL.immediate.NORMAL]; -#if GL_ASSERTIONS - GL.validateVertexAttribPointer(normalAttr.size, normalAttr.type, GL.immediate.stride, normalAttr.offset); #endif - Module.ctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GL.immediate.stride, normalAttr.offset); - Module.ctx.enableVertexAttribArray(this.normalLocation); } if (this.hasFog) { if (this.fogColorLocation) Module.ctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor); @@ -3845,6 +3911,7 @@ var LibraryGL = { }, cleanup: function cleanup() { +#if !GL_FFP_ONLY Module.ctx.disableVertexAttribArray(this.positionLocation); if (this.hasTextures) { for (var i = 0; i < GL.immediate.MAX_TEXTURES; i++) { @@ -3872,6 +3939,7 @@ var LibraryGL = { GL.immediate.lastProgram = null; #endif GL.immediate.matricesModified = true; +#endif } }; ret.init(); @@ -4004,8 +4072,10 @@ var LibraryGL = { 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 = []; + GLEmulation.enabledClientAttribIndices = []; for (var i = 0; i < GL.immediate.NUM_ATTRIBUTES; i++) { GL.immediate.clientAttributes.push({}); + GLEmulation.enabledClientAttribIndices.push(false); } this.matrixStack['m'] = []; @@ -4218,7 +4288,7 @@ var LibraryGL = { Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null); } -#if GL_UNSAFE_OPTS == 0 +#if GL_UNSAFE_OPTS == 0 && !GL_FFP_ONLY renderer.cleanup(); #endif } @@ -4483,15 +4553,40 @@ var LibraryGL = { 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); +#if GL_FFP_ONLY + if (GL.currArrayBuffer) { + Module.ctx.vertexAttribPointer(GL.immediate.VERTEX, size, type, false, stride, pointer); + GL.enableVertexAttribArray(GL.immediate.VERTEX); + } +#endif }, glTexCoordPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute(GL.immediate.TEXTURE0 + GL.immediate.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); + GL.enableVertexAttribArray(loc); + } +#endif }, glNormalPointer: function(type, stride, pointer) { GL.immediate.setClientAttribute(GL.immediate.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); + } +#endif }, glColorPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute(GL.immediate.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); + } +#endif }, glClientActiveTexture__sig: 'vi', |