/* * GL support. See https://github.com/kripken/emscripten/wiki/OpenGL-support * for current status. */ var LibraryGL = { $GL: { #if GL_DEBUG debug: false, #endif counter: 1, buffers: {}, programs: {}, framebuffers: {}, renderbuffers: {}, textures: {}, uniforms: {}, shaders: {}, packAlignment: 4, // default alignment is 4 bytes unpackAlignment: 4, // default alignment is 4 bytes // Linear lookup in one of the tables (buffers, programs, etc.). TODO: consider using a weakmap to make this faster, if it matters scan: function(table, object) { for (var item in table) { if (table[item] == object) return item; } return 0; }, // Find a token in a shader source string findToken: function(source, token) { function isIdentChar(ch) { if (ch >= 48 && ch <= 57) // 0-9 return true; if (ch >= 65 && ch <= 90) // A-Z return true; if (ch >= 97 && ch <= 122) // a-z return true; return false; } var i = -1; do { i = source.indexOf(token, i + 1); if (i < 0) { break; } if (i > 0 && isIdentChar(source[i - 1])) { continue; } i += token.length; if (i < source.length - 1 && isIdentChar(source[i + 1])) { continue; } return true; } while (true); return false; }, getSource: function(shader, count, string, length) { var source = ''; for (var i = 0; i < count; ++i) { var frag; if (length) { var len = {{{ makeGetValue('length', 'i*4', 'i32') }}}; if (len < 0) { frag = Pointer_stringify({{{ makeGetValue('string', 'i*4', 'i32') }}}); } else { frag = Pointer_stringify({{{ makeGetValue('string', 'i*4', 'i32') }}}, len); } } else { frag = Pointer_stringify({{{ makeGetValue('string', 'i*4', 'i32') }}}); } 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 */); 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"); #if GL_DEBUG if (!extension) { Module.printErr("Shader attempts to use the standard derivatives extension which is not available."); } #endif } } return source; }, computeImageSize: function(width, height, sizePerPixel, alignment) { function roundedToNextMultipleOf(x, y) { return Math.floor((x + y - 1) / y) * y } var plainRowSize = width * sizePerPixel; var alignedRowSize = roundedToNextMultipleOf(plainRowSize, alignment); return (height <= 0) ? 0 : ((height - 1) * alignedRowSize + plainRowSize); } }, glPixelStorei: function(pname, param) { if (pname == 0x0D05 /* GL_PACK_ALIGNMENT */) { GL.packAlignment = param; } else if (pname == 0x0cf5 /* GL_UNPACK_ALIGNMENT */) { GL.unpackAlignment = param; } Module.ctx.pixelStorei(pname, param); }, glGetString: function(name_) { switch(name_) { case 0x1F00 /* GL_VENDOR */: case 0x1F01 /* GL_RENDERER */: case 0x1F02 /* GL_VERSION */: return allocate(intArrayFromString(Module.ctx.getParameter(name_)), 'i8', ALLOC_NORMAL); case 0x1F03 /* GL_EXTENSIONS */: return allocate(intArrayFromString(Module.ctx.getSupportedExtensions().join(' ')), 'i8', ALLOC_NORMAL); case 0x8B8C /* GL_SHADING_LANGUAGE_VERSION */: return allocate(intArrayFromString('OpenGL ES GLSL 1.00 (WebGL)'), 'i8', ALLOC_NORMAL); default: throw 'Failure: Invalid glGetString value: ' + name_; } }, glGetIntegerv: function(name_, p) { var result = Module.ctx.getParameter(name_); switch (typeof(result)) { case "number": {{{ makeSetValue('p', '0', 'result', 'i32') }}}; break; case "boolean": {{{ makeSetValue('p', '0', 'result ? 1 : 0', 'i8') }}}; break; case "string": throw 'Native code calling glGetIntegerv(' + name_ + ') on a name which returns a string!'; case "object": if (result === null) { {{{ makeSetValue('p', '0', '0', 'i32') }}}; } else if (result instanceof Float32Array || result instanceof Uint32Array || result instanceof Int32Array || result instanceof Array) { for (var i = 0; i < result.length; ++i) { {{{ makeSetValue('p', 'i*4', 'result[i]', 'i32') }}}; } } else if (result instanceof WebGLBuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.buffers, result)', 'i32') }}}; } else if (result instanceof WebGLProgram) { {{{ makeSetValue('p', '0', 'GL.scan(GL.programs, result)', 'i32') }}}; } else if (result instanceof WebGLFramebuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.framebuffers, result)', 'i32') }}}; } else if (result instanceof WebGLRenderbuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.renderbuffers, result)', 'i32') }}}; } else if (result instanceof WebGLTexture) { {{{ makeSetValue('p', '0', 'GL.scan(GL.textures, result)', 'i32') }}}; } else { throw 'Unknown object returned from WebGL getParameter'; } break; case "undefined": throw 'Native code calling glGetIntegerv(' + name_ + ') and it returns undefined'; default: throw 'Why did we hit the default case?'; } }, glGetFloatv: function(name_, p) { var result = Module.ctx.getParameter(name_); switch (typeof(result)) { case "number": {{{ makeSetValue('p', '0', 'result', 'float') }}}; break; case "boolean": {{{ makeSetValue('p', '0', 'result ? 1.0 : 0.0', 'float') }}}; break; case "string": {{{ makeSetValue('p', '0', '0', 'float') }}}; case "object": if (result === null) { throw 'Native code calling glGetFloatv(' + name_ + ') and it returns null'; } else if (result instanceof Float32Array || result instanceof Uint32Array || result instanceof Int32Array || result instanceof Array) { for (var i = 0; i < result.length; ++i) { {{{ makeSetValue('p', 'i*4', 'result[i]', 'float') }}}; } } else if (result instanceof WebGLBuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.buffers, result)', 'float') }}}; } else if (result instanceof WebGLProgram) { {{{ makeSetValue('p', '0', 'GL.scan(GL.programs, result)', 'float') }}}; } else if (result instanceof WebGLFramebuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.framebuffers, result)', 'float') }}}; } else if (result instanceof WebGLRenderbuffer) { {{{ makeSetValue('p', '0', 'GL.scan(GL.renderbuffers, result)', 'float') }}}; } else if (result instanceof WebGLTexture) { {{{ makeSetValue('p', '0', 'GL.scan(GL.textures, result)', 'float') }}}; } else { throw 'Unknown object returned from WebGL getParameter'; } break; case "undefined": throw 'Native code calling glGetFloatv(' + name_ + ') and it returns undefined'; default: throw 'Why did we hit the default case?'; } }, glGetBooleanv: function(name_, p) { var result = Module.ctx.getParameter(name_); switch (typeof(result)) { case "number": {{{ makeSetValue('p', '0', 'result != 0', 'i8') }}}; break; case "boolean": {{{ makeSetValue('p', '0', 'result != 0', 'i8') }}}; break; case "string": throw 'Native code calling glGetBooleanv(' + name_ + ') on a name which returns a string!'; case "object": if (result === null) { {{{ makeSetValue('p', '0', '0', 'i8') }}}; } else if (result instanceof Float32Array || result instanceof Uint32Array || result instanceof Int32Array || result instanceof Array) { for (var i = 0; i < result.length; ++i) { {{{ makeSetValue('p', 'i', 'result[i] != 0', 'i8') }}}; } } else if (result instanceof WebGLBuffer || result instanceof WebGLProgram || result instanceof WebGLFramebuffer || result instanceof WebGLRenderbuffer || result instanceof WebGLTexture) { {{{ makeSetValue('p', '0', '1', 'i8') }}}; // non-zero ID is always 1! } else { throw 'Unknown object returned from WebGL getParameter'; } break; case "undefined": throw 'Unknown object returned from WebGL getParameter'; default: throw 'Why did we hit the default case?'; } }, glGenTextures: function(n, textures) { for (var i = 0; i < n; i++) { var id = GL.counter++; GL.textures[id] = Module.ctx.createTexture(); {{{ makeSetValue('textures', 'i*4', 'id', 'i32') }}}; } }, glDeleteTextures: function(n, textures) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('textures', 'i*4', 'i32') }}}; Module.ctx.deleteTexture(GL.textures[id]); GL.textures[id] = null; } }, glCompressedTexImage2D: function(target, level, internalformat, width, height, border, imageSize, data) { if (data) { data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}}; } else { data = null; } Module.ctx.compressedTexImage2D(target, level, internalformat, width, height, border, data); }, glCompressedTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, imageSize, data) { if (data) { data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}}; } else { data = null; } Module.ctx.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, data); }, glTexImage2D: function(target, level, internalformat, width, height, border, format, type, pixels) { if (pixels) { var sizePerPixel; switch (type) { case 0x1401 /* GL_UNSIGNED_BYTE */: switch (format) { case 0x1906 /* GL_ALPHA */: case 0x1909 /* GL_LUMINANCE */: sizePerPixel = 1; break; case 0x1907 /* GL_RGB */: sizePerPixel = 3; break; case 0x1908 /* GL_RGBA */: sizePerPixel = 4; break; case 0x190A /* GL_LUMINANCE_ALPHA */: sizePerPixel = 2; break; default: throw 'Invalid format (' + format + ') passed to glTexImage2D'; } break; case 0x8363 /* GL_UNSIGNED_SHORT_5_6_5 */: case 0x8033 /* GL_UNSIGNED_SHORT_4_4_4_4 */: case 0x8034 /* GL_UNSIGNED_SHORT_5_5_5_1 */: sizePerPixel = 2; break; default: throw 'Invalid type (' + type + ') passed to glTexImage2D'; } var bytes = GL.computeImageSize(width, height, sizePerPixel, GL.unpackAlignment); pixels = {{{ makeHEAPView('U8', 'pixels', 'pixels+bytes') }}}; } else { pixels = null; } Module.ctx.texImage2D(target, level, internalformat, width, height, border, format, type, pixels); }, glTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, type, pixels) { if (pixels) { var sizePerPixel; switch (type) { case 0x1401 /* GL_UNSIGNED_BYTE */: switch (format) { case 0x1906 /* GL_ALPHA */: case 0x1909 /* GL_LUMINANCE */: sizePerPixel = 1; break; case 0x1907 /* GL_RGB */: sizePerPixel = 3; break; case 0x1908 /* GL_RGBA */: sizePerPixel = 4; break; case 0x190A /* GL_LUMINANCE_ALPHA */: sizePerPixel = 2; break; default: throw 'Invalid format (' + format + ') passed to glTexSubImage2D'; } break; case 0x8363 /* GL_UNSIGNED_SHORT_5_6_5 */: case 0x8033 /* GL_UNSIGNED_SHORT_4_4_4_4 */: case 0x8034 /* GL_UNSIGNED_SHORT_5_5_5_1 */: sizePerPixel = 2; break; default: throw 'Invalid type (' + type + ') passed to glTexSubImage2D'; } var bytes = GL.computeImageSize(width, height, sizePerPixel, GL.unpackAlignment); pixels = {{{ makeHEAPView('U8', 'pixels', 'pixels+bytes') }}}; } else { pixels = null; } Module.ctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }, glReadPixels: function(x, y, width, height, format, type, pixels) { Module.ctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels)); }, glBindTexture: function(target, texture) { Module.ctx.bindTexture(target, GL.textures[texture]); }, glGetTexParameterfv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'float') }}}; }, glGetTexParameteriv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'i32') }}}; }, glIsTexture: function(texture) { var fb = GL.textures[texture]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isTexture(fb); }, glGenBuffers: function(n, buffers) { for (var i = 0; i < n; i++) { var id = GL.counter++; GL.buffers[id] = Module.ctx.createBuffer(); {{{ makeSetValue('buffers', 'i*4', 'id', 'i32') }}}; } }, glDeleteBuffers: function(n, buffers) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('buffers', 'i*4', 'i32') }}}; Module.ctx.deleteBuffer(GL.buffers[id]); GL.buffers[id] = null; } }, glGetBufferParameteriv: function(target, value, data) { {{{ makeSetValue('data', '0', 'Module.ctx.getBufferParameter(target, value)', 'i32') }}}; }, glBufferData: function(target, size, data, usage) { Module.ctx.bufferData(target, HEAPU8.subarray(data, data+size), usage); }, glBufferSubData: function(target, offset, size, data) { var floatArray = {{{ makeHEAPView('F32', 'data', 'data+size') }}}; Module.ctx.bufferSubData(target, offset, floatArray); }, glIsBuffer: function(buffer) { var fb = GL.buffers[buffer]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isBuffer(fb); }, glGenRenderbuffers: function(n, renderbuffers) { for (var i = 0; i < n; i++) { var id = GL.counter++; GL.renderbuffers[id] = Module.ctx.createRenderbuffer(); {{{ makeSetValue('renderbuffers', 'i*4', 'id', 'i32') }}}; } }, glDeleteRenderbuffers: function(n, renderbuffers) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('renderbuffers', 'i*4', 'i32') }}}; Module.ctx.deleteRenderbuffer(GL.renderbuffers[id]); GL.renderbuffers[id]; } }, glBindRenderbuffer: function(target, renderbuffer) { Module.ctx.bindRenderbuffer(target, GL.renderbuffers[renderbuffer]); }, glGetRenderbufferParameteriv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'Module.ctx.getRenderbufferParameter(target, pname)', 'i32') }}}; }, glIsRenderbuffer: function(renderbuffer) { var fb = GL.renderbuffers[renderbuffer]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isRenderbuffer(fb); }, glGetUniformfv: function(program, location, params) { var data = Module.ctx.getUniform(GL.programs[program], GL.uniforms[location]); if (typeof data == 'number') { {{{ makeSetValue('params', '0', 'data', 'float') }}}; } else { for (var i = 0; i < data.length; i++) { {{{ makeSetValue('params', 'i', 'data[i]', 'float') }}}; } } }, glGetUniformiv: function(program, location, params) { var data = Module.ctx.getUniform(GL.programs[program], GL.uniforms[location]); if (typeof data == 'number' || typeof data == 'boolean') { {{{ makeSetValue('params', '0', 'data', 'i32') }}}; } else { for (var i = 0; i < data.length; i++) { {{{ makeSetValue('params', 'i', 'data[i]', 'i32') }}}; } } }, glGetUniformLocation: function(program, name) { name = Pointer_stringify(name); var loc = Module.ctx.getUniformLocation(GL.programs[program], name); if (!loc) return -1; var id = GL.counter++; GL.uniforms[id] = loc; return id; }, glGetVertexAttribfv: function(index, pname, params) { var data = Module.ctx.getVertexAttrib(index, pname); if (typeof data == 'number') { {{{ makeSetValue('params', '0', 'data', 'float') }}}; } else { for (var i = 0; i < data.length; i++) { {{{ makeSetValue('params', 'i', 'data[i]', 'float') }}}; } } }, glGetVertexAttribiv: function(index, pname, params) { var data = Module.ctx.getVertexAttrib(index, pname); if (typeof data == 'number' || typeof data == 'boolean') { {{{ makeSetValue('params', '0', 'data', 'i32') }}}; } else { for (var i = 0; i < data.length; i++) { {{{ makeSetValue('params', 'i', 'data[i]', 'i32') }}}; } } }, glGetVertexAttribPointerv: function(index, pname, pointer) { {{{ makeSetValue('pointer', '0', 'Module.ctx.getVertexAttribOffset(index, pname)', 'i32') }}}; }, glGetActiveUniform: function(program, index, bufSize, length, size, type, name) { program = GL.programs[program]; var info = Module.ctx.getActiveUniform(program, index); var infoname = info.name.slice(0, bufSize - 1); writeStringToMemory(infoname, name); if (length) { {{{ makeSetValue('length', '0', 'infoname.length', 'i32') }}}; } if (size) { {{{ makeSetValue('size', '0', 'info.size', 'i32') }}}; } if (type) { {{{ makeSetValue('type', '0', 'info.type', 'i32') }}}; } }, glUniform1f: function(location, v0) { location = GL.uniforms[location]; Module.ctx.uniform1f(location, v0); }, glUniform2f: function(location, v0, v1) { location = GL.uniforms[location]; Module.ctx.uniform2f(location, v0, v1); }, glUniform3f: function(location, v0, v1, v2) { location = GL.uniforms[location]; Module.ctx.uniform3f(location, v0, v1, v2); }, glUniform4f: function(location, v0, v1, v2, v3) { location = GL.uniforms[location]; Module.ctx.uniform4f(location, v0, v1, v2, v3); }, glUniform1i: function(location, v0) { location = GL.uniforms[location]; Module.ctx.uniform1i(location, v0); }, glUniform2i: function(location, v0, v1) { location = GL.uniforms[location]; Module.ctx.uniform2i(location, v0, v1); }, glUniform3i: function(location, v0, v1, v2) { location = GL.uniforms[location]; Module.ctx.uniform3i(location, v0, v1, v2); }, glUniform4i: function(location, v0, v1, v2, v3) { location = GL.uniforms[location]; Module.ctx.uniform4i(location, v0, v1, v2, v3); }, glUniform1iv: function(location, count, value) { location = GL.uniforms[location]; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; Module.ctx.uniform1iv(location, value); }, glUniform2iv: function(location, count, value) { location = GL.uniforms[location]; count *= 2; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; Module.ctx.uniform2iv(location, value); }, glUniform3iv: function(location, count, value) { location = GL.uniforms[location]; count *= 3; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; Module.ctx.uniform3iv(location, value); }, glUniform4iv: function(location, count, value) { location = GL.uniforms[location]; count *= 4; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; Module.ctx.uniform4iv(location, value); }, glUniform1fv: function(location, count, value) { location = GL.uniforms[location]; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniform1fv(location, value); }, glUniform2fv: function(location, count, value) { location = GL.uniforms[location]; count *= 2; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniform2fv(location, value); }, glUniform3fv: function(location, count, value) { location = GL.uniforms[location]; count *= 3; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniform3fv(location, value); }, glUniform4fv: function(location, count, value) { location = GL.uniforms[location]; count *= 4; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniform4fv(location, value); }, glUniformMatrix2fv: function(location, count, transpose, value) { location = GL.uniforms[location]; count *= 4; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniformMatrix2fv(location, transpose, value); }, glUniformMatrix3fv: function(location, count, transpose, value) { location = GL.uniforms[location]; count *= 9; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniformMatrix3fv(location, transpose, value); }, glUniformMatrix4fv: function(location, count, transpose, value) { location = GL.uniforms[location]; count *= 16; value = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; Module.ctx.uniformMatrix4fv(location, transpose, value); }, glBindBuffer: function(target, buffer) { Module.ctx.bindBuffer(target, GL.buffers[buffer]); }, glVertexAttrib1fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+1*4') }}}; Module.ctx.vertexAttrib1fv(index, v); }, glVertexAttrib2fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+2*4') }}}; Module.ctx.vertexAttrib2fv(index, v); }, glVertexAttrib3fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+3*4') }}}; Module.ctx.vertexAttrib3fv(index, v); }, glVertexAttrib4fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+4*4') }}}; Module.ctx.vertexAttrib4fv(index, v); }, glGetAttribLocation: function(program, name) { program = GL.programs[program]; name = Pointer_stringify(name); return Module.ctx.getAttribLocation(program, name); }, glGetActiveAttrib: function(program, index, bufSize, length, size, type, name) { program = GL.programs[program]; var info = Module.ctx.getActiveAttrib(program, index); var infoname = info.name.slice(0, bufSize - 1); writeStringToMemory(infoname, name); if (length) { {{{ makeSetValue('length', '0', 'infoname.length', 'i32') }}}; } if (size) { {{{ makeSetValue('size', '0', 'info.size', 'i32') }}}; } if (type) { {{{ makeSetValue('type', '0', 'info.type', 'i32') }}}; } }, glCreateShader: function(shaderType) { var id = GL.counter++; GL.shaders[id] = Module.ctx.createShader(shaderType); return id; }, glDeleteShader: function(shader) { Module.ctx.deleteShader(GL.shaders[shader]); GL.shaders[shader] = null; }, glDetachShader: function(program, shader) { Module.ctx.detachShader(GL.programs[program], GL.shaders[shader]); }, glGetAttachedShaders: function(program, maxCount, count, shaders) { var result = Module.ctx.getAttachedShaders(GL.programs[program]); var len = result.length; if (len > maxCount) { len = maxCount; } {{{ makeSetValue('count', '0', 'len', 'i32') }}}; for (var i = 0; i < len; ++i) { {{{ makeSetValue('shaders', 'i*4', 'GL.shaders[result[i]]', 'i32') }}}; } }, glShaderSource: function(shader, count, string, length) { var source = GL.getSource(shader, count, string, length); Module.ctx.shaderSource(GL.shaders[shader], source); }, glGetShaderSource: function(shader, bufSize, length, source) { var result = Module.ctx.getShaderSource(GL.shaders[shader]); result.slice(0, bufSize - 1); writeStringToMemory(result, source); if (length) { {{{ makeSetValue('length', '0', 'result.length', 'i32') }}}; } }, glCompileShader: function(shader) { Module.ctx.compileShader(GL.shaders[shader]); }, glGetShaderInfoLog: function(shader, maxLength, length, infoLog) { var log = Module.ctx.getShaderInfoLog(GL.shaders[shader]); // Work around a bug in Chromium which causes getShaderInfoLog to return null if (!log) { log = ""; } log = log.substr(0, maxLength - 1); writeStringToMemory(log, infoLog); if (length) { {{{ makeSetValue('length', '0', 'log.length', 'i32') }}} } }, glGetShaderiv : function(shader, pname, p) { {{{ makeSetValue('p', '0', 'Module.ctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}}; }, glGetProgramiv : function(program, pname, p) { {{{ makeSetValue('p', '0', 'Module.ctx.getProgramParameter(GL.programs[program], pname)', 'i32') }}}; }, glIsShader: function(shader) { var fb = GL.shaders[shader]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isShader(fb); }, glCreateProgram: function() { var id = GL.counter++; GL.programs[id] = Module.ctx.createProgram(); return id; }, glDeleteProgram: function(program) { Module.ctx.deleteProgram(GL.programs[program]); GL.programs[program] = null; }, glAttachShader: function(program, shader) { Module.ctx.attachShader(GL.programs[program], GL.shaders[shader]); }, glGetShaderPrecisionFormat: function(shaderType, precisionType, range, precision) { var result = Module.ctx.getShaderPrecisionFormat(shaderType, precisionType); {{{ makeSetValue('range', '0', 'result.rangeMin', 'i32') }}}; {{{ makeSetValue('range', '4', 'result.rangeMax', 'i32') }}}; {{{ makeSetValue('precision', '0', 'result.precision', 'i32') }}}; }, glLinkProgram: function(program) { Module.ctx.linkProgram(GL.programs[program]); }, glGetProgramInfoLog: function(program, maxLength, length, infoLog) { var log = Module.ctx.getProgramInfoLog(GL.programs[program]); // Work around a bug in Chromium which causes getProgramInfoLog to return null if (!log) { log = ""; } log = log.substr(0, maxLength - 1); writeStringToMemory(log, infoLog); if (length) { {{{ makeSetValue('length', '0', 'log.length', 'i32') }}} } }, glUseProgram: function(program) { Module.ctx.useProgram(GL.programs[program]); }, glValidateProgram: function(program) { Module.ctx.validateProgram(GL.programs[program]); }, glIsProgram: function(program) { var fb = GL.programs[program]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isProgram(fb); }, glBindAttribLocation: function(program, index, name) { name = Pointer_stringify(name); Module.ctx.bindAttribLocation(GL.programs[program], index, name); }, glBindFramebuffer: function(target, framebuffer) { Module.ctx.bindFramebuffer(target, GL.framebuffers[framebuffer]); }, glGenFramebuffers: function(n, ids) { for (var i = 0; i < n; ++i) { var id = GL.counter++; GL.framebuffers[id] = Module.ctx.createFramebuffer(); {{{ makeSetValue('ids', 'i*4', 'id', 'i32') }}}; } }, glDeleteFramebuffers: function(n, framebuffers) { for (var i = 0; i < n; ++i) { var id = {{{ makeGetValue('framebuffers', 'i*4', 'i32') }}}; Module.ctx.deleteFramebuffer(GL.framebuffers[id]); GL.framebuffers[id] = null; } }, glFramebufferRenderbuffer: function(target, attachment, renderbuffertarget, renderbuffer) { Module.ctx.framebufferRenderbuffer(target, attachment, renderbuffertarget, GL.renderbuffers[renderbuffer]); }, glFramebufferTexture2D: function(target, attachment, textarget, texture, level) { Module.ctx.framebufferTexture2D(target, attachment, textarget, GL.textures[texture], level); }, glGetFramebufferAttachmentParameteriv: function(target, attachment, pname, params) { var result = Module.ctx.getFramebufferAttachmentParameter(target, attachment, pname); {{{ makeSetValue('params', '0', 'params', 'i32') }}}; }, glIsFramebuffer: function(framebuffer) { var fb = GL.framebuffers[framebuffer]; if (typeof(fb) == 'undefined') { return 0; } return Module.ctx.isFramebuffer(fb); }, // GL emulation: provides misc. functionality not present in OpenGL ES 2.0 or WebGL $GLEmulation__postset: 'GLEmulation.init();', $GLEmulation: { init: function() { // Add some emulation workarounds Module.printErr('WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work'); _glEnable = function(cap) { if (cap == 0x0DE1) return; // GL_TEXTURE_2D if (cap == 0x0B20) return; // GL_LINE_SMOOTH if (cap == 0x0B60) return; // GL_FOG Module.ctx.enable(cap); }; _glDisable = function(cap) { if (cap == 0x0DE1) return; // GL_TEXTURE_2D if (cap == 0x0B20) return; // GL_LINE_SMOOTH if (cap == 0x0B60) return; // GL_FOG Module.ctx.disable(cap); }; var glGetIntegerv = _glGetIntegerv; _glGetIntegerv = function(pname, params) { switch (pname) { case 0x84E2: pname = Module.ctx.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); {{{ 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); {{{ 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); {{{ 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 } glGetIntegerv(pname, params); }; // Do some automatic rewriting to work around GLSL differences. Note that this must be done in // tandem with the rest of the program, by itself it cannot suffice. // Note that we need to remember shader types for this rewriting, saving sources makes it easier to debug. GL.shaderTypes = {}; GL.shaderSources = {}; GL.shaderOriginalSources = {}; var glCreateShader = _glCreateShader; _glCreateShader = function(shaderType) { var id = glCreateShader(shaderType); GL.shaderTypes[id] = shaderType; return id; }; var glShaderSource = _glShaderSource; _glShaderSource = function(shader, count, string, length) { var source = GL.getSource(shader, count, string, length); GL.shaderOriginalSources[shader] = source; if (GL.shaderTypes[shader] == Module.ctx.VERTEX_SHADER) { // Replace ftransform() with explicit project/modelview transforms, and add position and matrix info. source = 'attribute vec4 a_position; \n\ uniform mat4 u_modelView; \n\ uniform mat4 u_projection; \n' + source.replace(/ftransform\(\)/g, 'u_projection * u_modelView * a_position') .replace(/gl_Vertex/g, 'a_position') .replace(/gl_ModelViewMatrix/g, 'u_modelView') .replace(/gl_ProjectionMatrix/g, 'u_projection') .replace(/gl_ModelViewProjectionMatrix/g, 'u_modelView * u_projection') .replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient for (var i = 0; i <= 6; i++) { // XXX To handle both regular texture mapping and cube mapping, we use vec4 for tex coordinates. var old = source; source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i) .replace(new RegExp('gl_MultiTexCoord' + i, 'g'), 'a_texCoord' + i); if (source != old) { source = 'attribute vec4 a_texCoord' + i + '; \n\ varying vec4 v_texCoord' + i + '; \n' + source; } } if (source.indexOf('gl_Color') >= 0) { source = 'attribute vec4 a_color; \n\ varying vec4 v_color; \n' + source.replace(/gl_Color/g, 'a_color').replace(/gl_FrontColor/g, 'v_color'); } if (source.indexOf('gl_FogFragCoord') >= 0) { source = 'varying float v_fogCoord; \n' + source.replace(/gl_FogFragCoord/g, 'v_fogCoord'); } } else { // Fragment shader for (var i = 0; i <= 6; i++) { var old = 0; source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i); if (source != old) { source = 'varying vec4 v_texCoord' + i + '; \n' + source; } } if (source.indexOf('gl_Color') >= 0) { source = 'varying vec4 v_color; \n' + source.replace(/gl_Color/g, 'v_color'); } source = source.replace(/gl_Fog.color/g, 'vec4(0.0)'); // XXX TODO source = 'precision mediump float;\n' + source; } GL.shaderSources[shader] = source; Module.ctx.shaderSource(GL.shaders[shader], source); }; var glCompileShader = _glCompileShader; _glCompileShader = function(shader) { Module.ctx.compileShader(GL.shaders[shader]); if (!Module.ctx.getShaderParameter(GL.shaders[shader], Module.ctx.COMPILE_STATUS)) { console.log('Failed to compile shader: ' + Module.ctx.getShaderInfoLog(GL.shaders[shader])); console.log('Type: ' + GL.shaderTypes[shader]); console.log('Original source: ' + GL.shaderOriginalSources[shader]); console.log('Source: ' + GL.shaderSources[shader]); throw 'Shader compilation halt'; } }; var glGetFloatv = _glGetFloatv; _glGetFloatv = function(pname, params) { if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX HEAPF32.set(GL.immediate.matrix['m'], params >> 2); } else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX HEAPF32.set(GL.immediate.matrix['p'], params >> 2); } else if (pname == 0x0BA8) { // GL_TEXTURE_MATRIX HEAPF32.set(GL.immediate.matrix['t'], params >> 2); } else if (pname == 0x0B66) { // GL_FOG_COLOR {{{ makeSetValue('params', '0', '0', 'float') }}}; } else { glGetFloatv(pname, params); } }; }, procReplacements: { 'glCreateShaderObjectARB': 'glCreateShader', 'glCreateProgramObjectARB': 'glCreateProgram', 'glAttachObjectARB': 'glAttachShader', 'glUseProgramObjectARB': 'glUseProgram' }, procs: { glDeleteObjectARB: function(id) { if (GL.programs[id]) { _glDeleteProgram(id); } else if (GL.shaders[id]) { _glDeleteShader(id); } else { console.log('WARNING: deleteObjectARB received invalid id: ' + id); } }, glGetObjectParameterivARB: 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') }}}; 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') }}}; return; } _glGetShaderiv(id, type, result); } else { console.log('WARNING: getObjectParameterivARB received invalid id: ' + id); } }, glGetInfoLogARB: function(id, maxLength, length, infoLog) { if (GL.programs[id]) { _glGetProgramInfoLog(id, maxLength, length, infoLog); } else if (GL.shaders[id]) { _glGetShaderInfoLog(id, maxLength, length, infoLog); } else { console.log('WARNING: getObjectParameterivARB received invalid id: ' + id); } }, glBindProgramARB: function(type, id) { assert(id == 0); } }, getProcAddress: function(name) { name = GLEmulation.procReplacements[name] || name; var func = GLEmulation.procs[name]; if (!func) { try { try { func = eval('_' + name); // XXX closure, need Module. and for them to be exported } catch(e) { if (name.substr(-3) == 'ARB') name = name.substr(0, name.length-3); if (name.substr(-3) == 'EXT') name = name.substr(0, name.length-3); func = eval('_' + name); // XXX closure, need Module. and for them to be exported } } catch(e) { console.log('WARNING: getProcAddress failed for ' + name); func = function() { console.log('WARNING: empty replacement for ' + name + ' called, no-op'); return 0; }; } } return Runtime.addFunction(func); } }, // GL Immediate mode $GLImmediate: { // Vertex and index data maxElements: 10240, vertexData: null, // current vertex data. either tempData (glBegin etc.) or a view into the heap (gl*Pointer) tempData: null, indexData: null, vertexCounter: 0, mode: 0, renderers: {}, renderer: null, rendererComponents: {}, // The following data structures are used for OpenGL Immediate Mode matrix routines. matrix: { 'm': null, // modelview 'p': null, // projection 't': null // texture }, matrixStack: { 'm': [], 'p': [], 't': [] }, currentMatrix: 'm', // default is modelview tempMatrix: null, initMatrixLibrary: function() { GL.immediate.matrix['m'] = GL.immediate.matrix.lib.mat4.create(); GL.immediate.matrix['p'] = GL.immediate.matrix.lib.mat4.create(); GL.immediate.matrix['t'] = GL.immediate.matrix.lib.mat4.create(); GL.immediate.currentMatrix = GL.immediate.matrix.lib.mat4.create(); }, // Clientside attributes VERTEX: 0, NORMAL: 1, COLOR: 2, TEXTURE0: 3, TEXTURE1: 4, TEXTURE2: 5, TEXTURE3: 6, TEXTURE4: 7, TEXTURE5: 8, TEXTURE6: 9, NUM_ATTRIBUTES: 10, ATTRIBUTE_BY_NAME: { 'V': 0, 'N': 1, 'C': 2, 'T0': 3, 'T1': 4, 'T2': 5, 'T3': 6, 'T4': 7, 'T5': 8, 'T6': 9 }, totalEnabledClientAttributes: 0, enabledClientAttributes: [0, 0], clientAttributes: [null, null], clientActiveTexture: 0, setClientAttribute: function(name, size, type, stride, pointer) { this.clientAttributes[GL.immediate.ATTRIBUTE_BY_NAME[name]] = { size: size, type: type, stride: stride, pointer: pointer, name: name + size }; }, // Renderers addRendererComponent: function(component) { if (this.rendererComponents[component]) return; this.rendererComponents[component] = 1; this.renderer += component; }, setRenderer: function(renderer) { this.renderer = renderer; if (this.renderers[renderer]) return this.renderers[renderer]; // Create renderer var vertexSize = 0, positionSize = 0, positionOffset = 0, textureSize = 0, textureOffset = 0, which, size; for (var i = 0; i < renderer.length; i+=2) { var which = renderer[i]; if (which == 'V') { size = parseInt(renderer[i+1]); positionSize = size; positionOffset = vertexSize; } else if (which == 'T') { index = parseInt(renderer[i+1]) size = parseInt(renderer[i+2]); i++; if (index == 0) { // TODO: support other textures textureSize = size; textureOffset = vertexSize; } } else { throw 'Cannot create shader rendederer for ' + renderer + ' because of ' + which; } vertexSize += size * 4; // XXX assuming float } assert(positionSize > 0); // TODO: verify vertexSize is equal to the stride in enabled client arrays // XXX TODO: use bufferSubData to prevent reallocation of new buffers? Or all on GPU and doesn't matter? Anyhow, use DYNAMIC as hint this.renderers[renderer] = { vertexSize: vertexSize, hasTexture: textureSize > 0, init: function() { this.vertexShader = Module.ctx.createShader(Module.ctx.VERTEX_SHADER); var zero = positionSize == 2 ? '0, ' : ''; Module.ctx.shaderSource(this.vertexShader, 'attribute vec' + positionSize + ' a_position; \n' + 'attribute vec2 a_texCoord; \n' + (textureSize ? 'varying vec2 v_texCoord; \n' : '') + 'uniform mat4 u_modelView; \n' + 'uniform mat4 u_projection; \n' + 'void main() \n' + '{ \n' + ' gl_Position = u_projection * (u_modelView * vec4(a_position, ' + zero + '1.0)); \n' + (textureSize ? 'v_texCoord = a_texCoord; \n' : '') + '} \n'); Module.ctx.compileShader(this.vertexShader); this.fragmentShader = Module.ctx.createShader(Module.ctx.FRAGMENT_SHADER); Module.ctx.shaderSource(this.fragmentShader, 'precision mediump float; \n' + 'varying vec2 v_texCoord; \n' + 'uniform sampler2D s_texture; \n' + 'void main() \n' + '{ \n' + (textureSize ? 'gl_FragColor = texture2D( s_texture, v_texCoord );\n' : 'gl_FragColor = vec4(0.8, 0.1, 1.0, 1.0);') + '} \n'); Module.ctx.compileShader(this.fragmentShader); this.program = Module.ctx.createProgram(); Module.ctx.attachShader(this.program, this.vertexShader); Module.ctx.attachShader(this.program, this.fragmentShader); Module.ctx.linkProgram(this.program); this.positionLocation = Module.ctx.getAttribLocation(this.program, 'a_position'); this.texCoordLocation = Module.ctx.getAttribLocation(this.program, 'a_texCoord'); this.textureLocation = Module.ctx.getUniformLocation(this.program, 's_texture'); this.modelViewLocation = Module.ctx.getUniformLocation(this.program, 'u_modelView'); this.projectionLocation = Module.ctx.getUniformLocation(this.program, 'u_projection'); }, prepare: function() { if (this.hasTexture) { Module.ctx.vertexAttribPointer(this.texCoordLocation, textureSize, Module.ctx.FLOAT, false, vertexSize, textureOffset); } Module.ctx.vertexAttribPointer(this.positionLocation, positionSize, Module.ctx.FLOAT, false, vertexSize, positionOffset); if (this.hasTexture) { Module.ctx.enableVertexAttribArray(this.texCoordLocation); } Module.ctx.enableVertexAttribArray(this.positionLocation); var texture = Module.ctx.getParameter(Module.ctx.TEXTURE_BINDING_2D); Module.ctx.activeTexture(Module.ctx.TEXTURE0); Module.ctx.bindTexture(Module.ctx.TEXTURE_2D, texture); Module.ctx.uniform1i(this.textureLocation, 0); Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']); Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']); } }; this.renderers[renderer].init(); return this.renderers[renderer]; }, // Main functions 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; // Buffers for data this.tempData = new Float32Array(this.maxElements); this.indexData = new Uint16Array(this.maxElements); this.vertexObject = Module.ctx.createBuffer(); this.indexObject = Module.ctx.createBuffer(); // Replace some functions with immediate-mode aware versions _glDrawArrays = function(mode, first, count) { if (GL.immediate.totalEnabledClientAttributes == 0) { Module.ctx.drawArrays(mode, first, count); return; } #if ASSERTIONS assert(first == 0); // TODO #endif // Client attributes are to be used here, emulate that var stride = 0, bytes = 0, attributes = [], start, renderer = ''; for (var i = 0; i < GL.immediate.NUM_ATTRIBUTES; i++) { if (GL.immediate.enabledClientAttributes[i]) attributes.push(GL.immediate.clientAttributes[i]); } attributes.sort(function(x, y) { return !x ? (!y ? 0 : 1) : (!y ? -1 : (x.pointer - y.pointer)) }); start = attributes[0].pointer; for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; #if ASSERTIONS assert(attribute.stride); assert(stride == 0 || stride == attribute.stride); // must all be in the same buffer #endif stride = attribute.stride; bytes += attribute.size * 4 * count; // XXX assuming float renderer += attribute.name; } for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; attribute.offset = attribute.pointer - start; #if ASSERTIONS assert(0 <= attribute.offset && attribute.offset < stride); // must all be in the same buffer #endif } GL.immediate.vertexData = {{{ makeHEAPView('F32', 'start', 'start + bytes') }}}; // XXX assuming float GL.immediate.vertexCounter = bytes / 4; // XXX assuming float GL.immediate.mode = mode; GL.immediate.setRenderer(renderer); GL.immediate.flush(); }; }, flush: function() { var renderer = this.setRenderer(this.renderer); // Generate index data in a format suitable for GLES 2.0/WebGL // TODO: if the mode is one that works in GLES 2.0/WebGL (not GL_QUADS), do not generate indexes at all var numVertexes = 4 * this.vertexCounter / renderer.vertexSize; // XXX assuming float assert(numVertexes % 1 == 0); var numIndexes = 0; if (GL.immediate.mode > 6) { // above GL_TRIANGLE_FAN are the non-GL ES modes if (GL.immediate.mode == 7) { // GL_QUADS var numQuads = numVertexes / 4; assert(numQuads % 1 == 0); for (var i = 0; i < numQuads; i++) { var start = i*4; GL.immediate.indexData[numIndexes++] = start; GL.immediate.indexData[numIndexes++] = start+1; GL.immediate.indexData[numIndexes++] = start+2; GL.immediate.indexData[numIndexes++] = start; GL.immediate.indexData[numIndexes++] = start+2; GL.immediate.indexData[numIndexes++] = start+3; } } else { throw 'unsupported immediate mode ' + GL.immediate.mode; } assert(numIndexes < GL.immediate.maxElements, 'too many immediate mode indexes'); Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexObject); Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexData.subarray(0, numIndexes), Module.ctx.STATIC_DRAW); } Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.vertexObject); Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, this.vertexData.subarray(0, this.vertexCounter), Module.ctx.STATIC_DRAW); // Render Module.ctx.useProgram(renderer.program); Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.vertexObject); renderer.prepare(); if (numIndexes) { Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexObject); Module.ctx.drawElements(Module.ctx.TRIANGLES, numIndexes, Module.ctx.UNSIGNED_SHORT, 0); } else { Module.ctx.drawArrays(GL.immediate.mode, 0, numVertexes); } this.vertexCounter = 0; } }, $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GL.immediate = GLImmediate; GL.immediate.matrix.lib = ' + read('gl-matrix.js') + '; GL.immediate.initMatrixLibrary();\n' }], $GLImmediateSetup: {}, glBegin__deps: ['$GL', '$GLImmediateSetup'], glBegin: function(mode) { if (!GL.immediate.initted) GL.immediate.init(); GL.immediate.mode = mode; GL.immediate.renderer = ''; GL.immediate.rendererComponents = {}; GL.immediate.vertexData = GL.immediate.tempData; }, glEnd: function() { GL.immediate.flush(); GL.immediate.mode = 0; }, glVertex3f: function(x, y, z) { #if ASSERTIONS assert(GL.immediate.mode); // 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; #if ASSERTIONS assert(GL.immediate.vertexCounter < GL.immediate.maxElements); #endif GL.immediate.addRendererComponent('V3'); }, glVertex2f: 'glVertex3f', glTexCoord2i: function(u, v) { #if ASSERTIONS assert(GL.immediate.mode); // must be in begin/end #endif GL.immediate.vertexData[GL.immediate.vertexCounter++] = u; GL.immediate.vertexData[GL.immediate.vertexCounter++] = v; GL.immediate.addRendererComponent('T02'); }, glTexCoord2f: 'glTexCoord2i', glTexCoord2fv__deps: ['glTexCoord2f'], glTexCoord2fv: function(v) { _glTexCoord2f({{{ makeGetValue('v', '0', 'float') }}}, {{{ makeGetValue('v', '4', 'float') }}}); }, glColor4b: function(){}, // TODO, including scaling for different arg types glColor4s: 'glColor4b', glColor4i: 'glColor4b', glColor4f: 'glColor4b', glColor4d: 'glColor4b', glColor4ub: 'glColor4b', glColor4us: 'glColor4b', glColor4ui: 'glColor4b', glColor3b__deps: ['glColor4b'], glColor3b: function(r, g, b) { _glColor4b(r, g, b, 1); // FIXME: scaling }, glColor3s: 'glColor3b', glColor3i: 'glColor3b', glColor3f: 'glColor3b', glColor3d: 'glColor3b', glColor3ub: 'glColor3b', glColor3us: 'glColor3b', glColor3ui: 'glColor3b', glColor3fv: function(){}, // TODO glColor4fv: function(){}, glFogf: function(){}, // TODO // ClientState/gl*Pointer glEnableClientState: function(cap, disable) { if (!GL.immediate.initted) GL.immediate.init(); switch(cap) { case 0x8078: // GL_TEXTURE_COORD_ARRAY GL.immediate.enabledClientAttributes[GL.immediate.TEXTURE0] = !disable; break; case 0x8074: // GL_VERTEX_ARRAY GL.immediate.enabledClientAttributes[GL.immediate.VERTEX] = !disable; break; case 0x8075: // GL_NORMAL_ARRAY GL.immediate.enabledClientAttributes[GL.immediate.NORMAL] = !disable; break; case 0x8076: // GL_COLOR_ARRAY GL.immediate.enabledClientAttributes[GL.immediate.COLOR] = !disable; break; default: throw 'unhandled clientstate: ' + cap; } if (!disable) { GL.immediate.totalEnabledClientAttributes++; } else { GL.immediate.totalEnabledClientAttributes--; } }, glDisableClientState: function(cap) { _glEnableClientState(cap, 1); }, glTexCoordPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute('T' + GL.immediate.clientActiveTexture, size, type, stride, pointer); }, glVertexPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute('V', size, type, stride, pointer); }, glNormalPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute('N', size, type, stride, pointer); }, glColorPointer: function(size, type, stride, pointer) { GL.immediate.setClientAttribute('C', size, type, stride, pointer); }, glClientActiveTexture: function(texture) { GL.immediate.clientActiveTexture = texture; }, // OpenGL Immediate Mode matrix routines. // Note that in the future we might make these available only in certain modes. glMatrixMode__deps: ['$GL', '$GLImmediateSetup'], glMatrixMode: function(mode) { if (mode == 0x1700 /* GL_MODELVIEW */) { GL.immediate.currentMatrix = 'm'; } else if (mode == 0x1701 /* GL_PROJECTION */) { GL.immediate.currentMatrix = 'p'; } else if (mode == 0x1702) { // GL_TEXTURE GL.immediate.currentMatrix = 't'; } else { throw "Wrong mode " + mode + " passed to glMatrixMode"; } }, glPushMatrix: function() { GL.immediate.matrixStack[GL.immediate.currentMatrix].push( Array.prototype.slice.call(GL.immediate.matrix[GL.immediate.currentMatrix])); }, glPopMatrix: function() { GL.immediate.matrix[GL.immediate.currentMatrix] = GL.immediate.matrixStack[GL.immediate.currentMatrix].pop(); }, glLoadIdentity__deps: ['$GL', '$GLImmediateSetup'], glLoadIdentity: function() { GL.immediate.matrix.lib.mat4.identity(GL.immediate.matrix[GL.immediate.currentMatrix]); }, glLoadMatrixd: function(matrix) { GL.immediate.matrix.lib.mat4.set(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F64', 'matrix', 'matrix+16*8') }}}); }, glLoadMatrixf: function(matrix) { GL.immediate.matrix.lib.mat4.set(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F32', 'matrix', 'matrix+16*4') }}}); }, glLoadTransposeMatrixd: function(matrix) { GL.immediate.matrix.lib.mat4.set(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F64', 'matrix', 'matrix+16*8') }}}); GL.immediate.matrix.lib.mat4.transpose(GL.immediate.matrix[GL.immediate.currentMatrix]); }, glLoadTransposeMatrixf: function(matrix) { GL.immediate.matrix.lib.mat4.set(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F32', 'matrix', 'matrix+16*4') }}}); GL.immediate.matrix.lib.mat4.transpose(GL.immediate.matrix[GL.immediate.currentMatrix]); }, glMultMatrixd: function(matrix) { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F64', 'matrix', 'matrix+16*8') }}}); }, glMultMatrixf: function(matrix) { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], {{{ makeHEAPView('F32', 'matrix', 'matrix+16*4') }}}); }, glMultTransposeMatrixd: function(matrix) { var colMajor = GL.immediate.matrix.lib.mat4.create(); GL.immediate.matrix.lib.mat4.set(colMajor, {{{ makeHEAPView('F64', 'matrix', 'matrix+16*8') }}}); GL.immediate.matrix.lib.mat4.transpose(colMajor); GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], colMajor); }, glMultTransposeMatrixf: function(matrix) { var colMajor = GL.immediate.matrix.lib.mat4.create(); GL.immediate.matrix.lib.mat4.set(colMajor, {{{ makeHEAPView('F32', 'matrix', 'matrix+16*4') }}}); GL.immediate.matrix.lib.mat4.transpose(colMajor); GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], colMajor); }, glFrustum: function(left, right, bottom, top_, nearVal, farVal) { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], GL.immediate.matrix.lib.mat4.frustum(left, right, bottom, top_, nearVal, farVal)); }, glOrtho: function(left, right, bottom, top_, nearVal, farVal) { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], GL.immediate.matrix.lib.mat4.ortho(left, right, bottom, top_, nearVal, farVal)); }, glScaled: function(x, y, z) { GL.immediate.matrix.lib.mat4.scale(GL.immediate.matrix[GL.immediate.currentMatrix], [x, y, z]); }, glScalef: 'glScaled', glTranslated: function(x, y, z) { GL.immediate.matrix.lib.mat4.translate(GL.immediate.matrix[GL.immediate.currentMatrix], [x, y, z]); }, glTranslatef: 'glTranslated', glRotated: function(angle, x, y, z) { GL.immediate.matrix.lib.mat4.rotate(GL.immediate.matrix[GL.immediate.currentMatrix], angle, [x, y, z]); }, glRotatef: 'glRotated', // GLU gluPerspective: function(fov, aspect, near, far) { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], GL.immediate.matrix.lib.mat4.perspective(fov, aspect, near, far, GL.immediate.currentMatrix)); }, gluLookAt: function(ex, ey, ez, cx, cy, cz, ux, uy, uz) { GL.immediate.matrix.lib.mat4.lookAt(GL.immediate.matrix[GL.immediate.currentMatrix], [ex, ey, ez], [cx, cy, cz], [ux, uy, uz]); }, gluProject: function(objX, objY, objZ, model, proj, view, winX, winY, winZ) { // The algorithm for this functions comes from Mesa var inVec = new Float32Array(4); var outVec = new Float32Array(4); GL.immediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'model', 'model+16*8') }}}, [objX, objY, objZ, 1.0], outVec); GL.immediate.matrix.lib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'proj', 'proj+16*8') }}}, outVec, inVec); if (inVec[3] == 0.0) { return 0 /* GL_FALSE */; } inVec[0] /= inVec[3]; inVec[1] /= inVec[3]; inVec[2] /= inVec[3]; // Map x, y and z to range 0-1 */ inVec[0] = inVec[0] * 0.5 + 0.5; inVec[1] = inVec[1] * 0.5 + 0.5; inVec[2] = inVec[2] * 0.5 + 0.5; // Map x, y to viewport inVec[0] = inVec[0] * {{{ makeGetValue('view', '2*4', 'i32') }}} + {{{ makeGetValue('view', '0*4', 'i32') }}}; inVec[1] = inVec[1] * {{{ makeGetValue('view', '3*4', 'i32') }}} + {{{ makeGetValue('view', '1*4', 'i32') }}}; {{{ makeSetValue('winX', '0', 'inVec[0]', 'double') }}}; {{{ makeSetValue('winY', '0', 'inVec[1]', 'double') }}}; {{{ makeSetValue('winZ', '0', 'inVec[2]', 'double') }}}; return 1 /* GL_TRUE */; }, gluUnProject: function(winX, winY, winZ, model, proj, view, objX, objY, objZ) { var result = GL.immediate.matrix.lib.mat4.unproject([winX, winY, winZ], {{{ makeHEAPView('F64', 'model', 'model+16*8') }}}, {{{ makeHEAPView('F64', 'proj', 'proj+16*8') }}}, {{{ makeHEAPView('32', 'view', 'view+4*4') }}}); if (result === null) { return 0 /* GL_FALSE */; } {{{ makeSetValue('objX', '0', 'result[0]', 'double') }}}; {{{ makeSetValue('objY', '0', 'result[1]', 'double') }}}; {{{ makeSetValue('objZ', '0', 'result[2]', 'double') }}}; return 1 /* GL_TRUE */; } }; // Simple pass-through functions. Starred ones have return values. [X] ones have X in the C name but not in the JS name [[0, 'shadeModel fogi fogfv getError* finish flush'], [1, 'clearDepth clearDepth[f] depthFunc enable disable frontFace cullFace clear enableVertexAttribArray disableVertexAttribArray lineWidth clearStencil depthMask stencilMask checkFramebufferStatus* generateMipmap activeTexture blendEquation polygonOffset hint sampleCoverage isEnabled*'], [2, 'blendFunc blendEquationSeparate depthRange depthRange[f] stencilMaskSeparate'], [3, 'texParameteri texParameterf drawArrays vertexAttrib2f stencilFunc stencilOp'], [4, 'viewport clearColor scissor vertexAttrib3f colorMask drawElements renderbufferStorage blendFuncSeparate blendColor stencilFuncSeparate stencilOpSeparate'], [5, 'vertexAttrib4f'], [6, 'vertexAttribPointer'], [8, 'copyTexImage2D copyTexSubImage2D']].forEach(function(data) { var num = data[0]; var names = data[1]; var args = range(num).map(function(i) { return 'x' + i }).join(', '); 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 = name; if (name.indexOf('[') >= 0) { cName = name.replace('[', '').replace(']', ''); name = cName.substr(0, cName.length-1); } var cName = 'gl' + cName[0].toUpperCase() + cName.substr(1); assert(!(cName in LibraryGL), "Cannot reimplement the existing function " + cName); LibraryGL[cName] = eval(stub.replace('NAME', name)); }); }); autoAddDeps(LibraryGL, '$GL'); // Emulation requires everything else, potentially LibraryGL.$GLEmulation__deps = LibraryGL.$GLEmulation__deps.slice(0); for (var item in LibraryGL) { if (item != '$GLEmulation' && item.substr(-6) != '__deps' && item.substr(-9) != '__postset' && item.substr(0, 2) == 'gl') { LibraryGL.$GLEmulation__deps.push(item); } } mergeInto(LibraryManager.library, LibraryGL);