/* * GL support. See https://github.com/kripken/emscripten/wiki/OpenGL-support * for current status. */ var LibraryGL = { $GL__postset: 'var GLctx; GL.init()', $GL: { #if GL_DEBUG debug: true, #endif counter: 1, // 0 is reserved as 'null' in gl lastError: 0, buffers: [], programs: [], framebuffers: [], renderbuffers: [], textures: [], uniforms: [], shaders: [], #if FULL_ES2 clientBuffers: [], currArrayBuffer: 0, currElementArrayBuffer: 0, #endif #if LEGACY_GL_EMULATION currArrayBuffer: 0, currElementArrayBuffer: 0, #endif byteSizeByTypeRoot: 0x1400, // GL_BYTE byteSizeByType: [ 1, // GL_BYTE 1, // GL_UNSIGNED_BYTE 2, // GL_SHORT 2, // GL_UNSIGNED_SHORT 4, // GL_INT 4, // GL_UNSIGNED_INT 4, // GL_FLOAT 2, // GL_2_BYTES 3, // GL_3_BYTES 4, // GL_4_BYTES 8 // GL_DOUBLE ], programInfos: {}, // Stores additional information needed for each shader program. Each entry is of form: /* { uniforms: {}, // Maps ints back to the opaque WebGLUniformLocation objects. maxUniformLength: int, // Cached in order to implement glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH) maxAttributeLength: int // Cached in order to implement glGetProgramiv(GL_ACTIVE_ATTRIBUTE_MAX_LENGTH) } */ stringCache: {}, packAlignment: 4, // default alignment is 4 bytes unpackAlignment: 4, // default alignment is 4 bytes init: function() { Browser.moduleContextCreatedCallbacks.push(GL.initExtensions); }, // Records a GL error condition that occurred, stored until user calls glGetError() to fetch it. As per GLES2 spec, only the first error // is remembered, and subsequent errors are discarded until the user has cleared the stored error by a call to glGetError(). recordError: function recordError(errorCode) { if (!GL.lastError) { GL.lastError = errorCode; } }, // Get a new ID for a texture/buffer/etc., while keeping the table dense and fast. Creation is farely rare so it is worth optimizing lookups later. getNewId: function(table) { var ret = GL.counter++; for (var i = table.length; i < ret; i++) { table[i] = null; } return ret; }, // Mini temp buffer MINI_TEMP_BUFFER_SIZE: 16, miniTempBuffer: null, miniTempBufferViews: [0], // index i has the view of size i+1 // Large temporary buffers MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}}, tempBufferIndexLookup: null, tempVertexBuffers: null, tempIndexBuffers: null, tempQuadIndexBuffer: null, generateTempBuffers: function(quads) { GL.tempBufferIndexLookup = new Uint8Array(GL.MAX_TEMP_BUFFER_SIZE+1); GL.tempVertexBuffers = []; GL.tempIndexBuffers = []; var last = -1, curr = -1; var size = 1; for (var i = 0; i <= GL.MAX_TEMP_BUFFER_SIZE; i++) { if (i > size) { size <<= 1; } if (size != last) { curr++; GL.tempVertexBuffers[curr] = GLctx.createBuffer(); GLctx.bindBuffer(GLctx.ARRAY_BUFFER, GL.tempVertexBuffers[curr]); GLctx.bufferData(GLctx.ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW); GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null); GL.tempIndexBuffers[curr] = GLctx.createBuffer(); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[curr]); GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null); last = size; } GL.tempBufferIndexLookup[i] = curr; } if (quads) { // GL_QUAD indexes can be precalculated GL.tempQuadIndexBuffer = GLctx.createBuffer(); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer); var numIndexes = GL.MAX_TEMP_BUFFER_SIZE >> 1; var quadIndexes = new Uint16Array(numIndexes); var i = 0, v = 0; while (1) { quadIndexes[i++] = v; if (i >= numIndexes) break; quadIndexes[i++] = v+1; if (i >= numIndexes) break; quadIndexes[i++] = v+2; if (i >= numIndexes) break; quadIndexes[i++] = v; if (i >= numIndexes) break; quadIndexes[i++] = v+2; if (i >= numIndexes) break; quadIndexes[i++] = v+3; if (i >= numIndexes) break; v += 4; } GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, quadIndexes, GLctx.STATIC_DRAW); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null); } }, // 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 = GLctx.getShaderParameter(GL.shaders[shader], 0x8B4F /* GL_SHADER_TYPE */); if (type == 0x8B30 /* GL_FRAGMENT_SHADER */) { if (GL.findToken(source, "dFdx") || GL.findToken(source, "dFdy") || GL.findToken(source, "fwidth")) { source = "#extension GL_OES_standard_derivatives : enable\n" + source; var extension = GLctx.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); }, get: function(name_, p, type) { // Guard against user passing a null pointer. // Note that GLES2 spec does not say anything about how passing a null pointer should be treated. // Testing on desktop core GL 3, the application crashes on glGetIntegerv to a null pointer, but // better to report an error instead of doing anything random. if (!p) { #if GL_ASSERTIONS Module.printErr('GL_INVALID_VALUE in glGet' + type + 'v(name=' + name_ + ': Function called with null out pointer!'); #endif GL.recordError(0x0501 /* GL_INVALID_VALUE */); return; } var ret = undefined; switch(name_) { // Handle a few trivial GLES values case 0x8DFA: // GL_SHADER_COMPILER ret = 1; break; case 0x8DF8: // GL_SHADER_BINARY_FORMATS if (type !== 'Integer') { GL.recordError(0x0500); // GL_INVALID_ENUM #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGet' + type + 'v(GL_SHADER_BINARY_FORMATS): Invalid parameter type!'); #endif } return; // Do not write anything to the out pointer, since no binary formats are supported. case 0x8DF9: // GL_NUM_SHADER_BINARY_FORMATS ret = 0; break; case 0x86A2: // GL_NUM_COMPRESSED_TEXTURE_FORMATS // WebGL doesn't have GL_NUM_COMPRESSED_TEXTURE_FORMATS (it's obsolete since GL_COMPRESSED_TEXTURE_FORMATS returns a JS array that can be queried for length), // so implement it ourselves to allow C++ GLES2 code get the length. var formats = GLctx.getParameter(0x86A3 /*GL_COMPRESSED_TEXTURE_FORMATS*/); ret = formats.length; break; case 0x8B9A: // GL_IMPLEMENTATION_COLOR_READ_TYPE ret = 0x1401; // GL_UNSIGNED_BYTE break; case 0x8B9B: // GL_IMPLEMENTATION_COLOR_READ_FORMAT ret = 0x1908; // GL_RGBA break; } if (ret === undefined) { var result = GLctx.getParameter(name_); switch (typeof(result)) { case "number": ret = result; break; case "boolean": ret = result ? 1 : 0; break; case "string": GL.recordError(0x0500); // GL_INVALID_ENUM #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGet' + type + 'v(' + name_ + ') on a name which returns a string!'); #endif return; case "object": if (result === null) { // null is a valid result for some (e.g., which buffer is bound - perhaps nothing is bound), but otherwise // can mean an invalid name_, which we need to report as an error switch(name_) { case 0x8894: // ARRAY_BUFFER_BINDING case 0x8B8D: // CURRENT_PROGRAM case 0x8895: // ELEMENT_ARRAY_BUFFER_BINDING case 0x8CA6: // FRAMEBUFFER_BINDING case 0x8CA7: // RENDERBUFFER_BINDING case 0x8069: // TEXTURE_BINDING_2D case 0x8514: { // TEXTURE_BINDING_CUBE_MAP ret = 0; break; } default: { GL.recordError(0x0500); // GL_INVALID_ENUM #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGet' + type + 'v(' + name_ + ') and it returns null!'); #endif return; } } } else if (result instanceof Float32Array || result instanceof Uint32Array || result instanceof Int32Array || result instanceof Array) { for (var i = 0; i < result.length; ++i) { switch (type) { case 'Integer': {{{ makeSetValue('p', 'i*4', 'result[i]', 'i32') }}}; break; case 'Float': {{{ makeSetValue('p', 'i*4', 'result[i]', 'float') }}}; break; case 'Boolean': {{{ makeSetValue('p', 'i', 'result[i] ? 1 : 0', 'i8') }}}; break; default: throw 'internal glGet error, bad type: ' + type; } } return; } else if (result instanceof WebGLBuffer || result instanceof WebGLProgram || result instanceof WebGLFramebuffer || result instanceof WebGLRenderbuffer || result instanceof WebGLTexture) { ret = result.name | 0; } else { GL.recordError(0x0500); // GL_INVALID_ENUM #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGet' + type + 'v: Unknown object returned from WebGL getParameter(' + name_ + ')!'); #endif return; } break; default: GL.recordError(0x0500); // GL_INVALID_ENUM #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGetIntegerv: Native code calling glGet' + type + 'v(' + name_ + ') and it returns ' + result + ' of type ' + typeof(result) + '!'); #endif return; } } switch (type) { case 'Integer': {{{ makeSetValue('p', '0', 'ret', 'i32') }}}; break; case 'Float': {{{ makeSetValue('p', '0', 'ret', 'float') }}}; break; case 'Boolean': {{{ makeSetValue('p', '0', 'ret ? 1 : 0', 'i8') }}}; break; default: throw 'internal glGet error, bad type: ' + type; } }, getTexPixelData: function(type, format, width, height, pixels, internalFormat) { 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 + ')'; } break; case 0x1403 /* GL_UNSIGNED_SHORT */: if (format == 0x1902 /* GL_DEPTH_COMPONENT */) { sizePerPixel = 2; } else { throw 'Invalid format (' + format + ')'; } break; case 0x1405 /* GL_UNSIGNED_INT */: if (format == 0x1902 /* GL_DEPTH_COMPONENT */) { sizePerPixel = 4; } else { throw 'Invalid format (' + format + ')'; } break; case 0x84FA /* UNSIGNED_INT_24_8_WEBGL */: sizePerPixel = 4; 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; case 0x1406 /* GL_FLOAT */: #if ASSERTIONS assert(GL.floatExt, 'Must have OES_texture_float to use float textures'); #endif switch (format) { case 0x1907 /* GL_RGB */: sizePerPixel = 3*4; break; case 0x1908 /* GL_RGBA */: sizePerPixel = 4*4; break; default: throw 'Invalid format (' + format + ')'; } internalFormat = GLctx.RGBA; break; default: throw 'Invalid type (' + type + ')'; } var bytes = GL.computeImageSize(width, height, sizePerPixel, GL.unpackAlignment); if (type == 0x1401 /* GL_UNSIGNED_BYTE */) { pixels = {{{ makeHEAPView('U8', 'pixels', 'pixels+bytes') }}}; } else if (type == 0x1406 /* GL_FLOAT */) { pixels = {{{ makeHEAPView('F32', 'pixels', 'pixels+bytes') }}}; } else if (type == 0x1405 /* GL_UNSIGNED_INT */ || type == 0x84FA /* UNSIGNED_INT_24_8_WEBGL */) { pixels = {{{ makeHEAPView('U32', 'pixels', 'pixels+bytes') }}}; } else { pixels = {{{ makeHEAPView('U16', 'pixels', 'pixels+bytes') }}}; } return { pixels: pixels, internalFormat: internalFormat } }, #if GL_FFP_ONLY enabledClientAttribIndices: [], enableVertexAttribArray: function enableVertexAttribArray(index) { if (!GL.enabledClientAttribIndices[index]) { GL.enabledClientAttribIndices[index] = true; GLctx.enableVertexAttribArray(index); } }, disableVertexAttribArray: function disableVertexAttribArray(index) { if (GL.enabledClientAttribIndices[index]) { GL.enabledClientAttribIndices[index] = false; GLctx.disableVertexAttribArray(index); } }, #endif #if FULL_ES2 calcBufLength: function calcBufLength(size, type, stride, count) { if (stride > 0) { return count * stride; // XXXvlad this is not exactly correct I don't think } var typeSize = GL.byteSizeByType[type - GL.byteSizeByTypeRoot]; return size * typeSize * count; }, usedTempBuffers: [], preDrawHandleClientVertexAttribBindings: function preDrawHandleClientVertexAttribBindings(count) { GL.resetBufferBinding = false; var used = GL.usedTempBuffers; used.length = 0; // TODO: initial pass to detect ranges we need to upload, might not need an upload per attrib for (var i = 0; i < GL.maxVertexAttribs; ++i) { var cb = GL.clientBuffers[i]; if (!cb.clientside || !cb.enabled) continue; GL.resetBufferBinding = true; var size = GL.calcBufLength(cb.size, cb.type, cb.stride, count); var index = GL.tempBufferIndexLookup[size]; var buf; do { #if ASSERTIONS assert(index < GL.tempVertexBuffers.length); #endif buf = GL.tempVertexBuffers[index++]; } while (used.indexOf(buf) >= 0); used.push(buf); GLctx.bindBuffer(GLctx.ARRAY_BUFFER, buf); GLctx.bufferSubData(GLctx.ARRAY_BUFFER, 0, HEAPU8.subarray(cb.ptr, cb.ptr + size)); #if GL_ASSERTIONS GL.validateVertexAttribPointer(cb.size, cb.type, cb.stride, 0); #endif GLctx.vertexAttribPointer(i, cb.size, cb.type, cb.normalized, cb.stride, 0); } }, postDrawHandleClientVertexAttribBindings: function postDrawHandleClientVertexAttribBindings() { if (GL.resetBufferBinding) { GLctx.bindBuffer(GLctx.ARRAY_BUFFER, GL.buffers[GL.currArrayBuffer]); } }, #endif #if GL_ASSERTIONS validateGLObjectID: function(objectHandleArray, objectID, callerFunctionName, objectReadableType) { if (objectID != 0) { if (objectHandleArray[objectID] === null) { console.error(callerFunctionName + ' called with an already deleted ' + objectReadableType + ' ID ' + objectID + '!'); } else if (!objectHandleArray[objectID]) { console.error(callerFunctionName + ' called with an invalid ' + objectReadableType + ' ID ' + objectID + '!'); } } }, // Validates that user obeys GL spec #6.4: http://www.khronos.org/registry/webgl/specs/latest/1.0/#6.4 validateVertexAttribPointer: function(dimension, dataType, stride, offset) { var sizeBytes = 1; switch(dataType) { case 0x1400 /* GL_BYTE */: case 0x1401 /* GL_UNSIGNED_BYTE */: sizeBytes = 1; break; case 0x1402 /* GL_SHORT */: case 0x1403 /* GL_UNSIGNED_SHORT */: sizeBytes = 2; break; case 0x1404 /* GL_INT */: case 0x1405 /* GL_UNSIGNED_INT */: case 0x1406 /* GL_FLOAT */: sizeBytes = 4; break; case 0x140A /* GL_DOUBLE */: sizeBytes = 8; break; default: console.error('Invalid vertex attribute data type GLenum ' + dataType + ' passed to GL function!'); } if (dimension == 0x80E1 /* GL_BGRA */) { console.error('WebGL does not support size=GL_BGRA in a call to glVertexAttribPointer! Please use size=4 and type=GL_UNSIGNED_BYTE instead!'); } else if (dimension < 1 || dimension > 4) { console.error('Invalid dimension='+dimension+' in call to glVertexAttribPointer, must be 1,2,3 or 4.'); } if (stride < 0 || stride > 255) { console.error('Invalid stride='+stride+' in call to glVertexAttribPointer. Note that maximum supported stride in WebGL is 255!'); } if (offset % sizeBytes != 0) { console.error('GL spec section 6.4 error: vertex attribute data offset of ' + offset + ' bytes should have been a multiple of the data type size that was used: GLenum ' + dataType + ' has size of ' + sizeBytes + ' bytes!'); } if (stride % sizeBytes != 0) { console.error('GL spec section 6.4 error: vertex attribute data stride of ' + stride + ' bytes should have been a multiple of the data type size that was used: GLenum ' + dataType + ' has size of ' + sizeBytes + ' bytes!'); } }, #endif // In WebGL, extensions must be explicitly enabled to be active, see http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.14 // In GLES2, all extensions are enabled by default without additional operations. Init all extensions we need to give to GLES2 user // code here, so that GLES2 code can operate without changing behavior. initExtensions: function() { if (GL.initExtensions.done) return; GL.initExtensions.done = true; if (!Module.useWebGL) return; // an app might link both gl and 2d backends GL.miniTempBuffer = new Float32Array(GL.MINI_TEMP_BUFFER_SIZE); for (var i = 0; i < GL.MINI_TEMP_BUFFER_SIZE; i++) { GL.miniTempBufferViews[i] = GL.miniTempBuffer.subarray(0, i+1); } GL.maxVertexAttribs = GLctx.getParameter(GLctx.MAX_VERTEX_ATTRIBS); #if FULL_ES2 for (var i = 0; i < GL.maxVertexAttribs; i++) { GL.clientBuffers[i] = { enabled: false, clientside: false, size: 0, type: 0, normalized: 0, stride: 0, ptr: 0 }; } GL.generateTempBuffers(); #endif // Detect the presence of a few extensions manually, this GL interop layer itself will need to know if they exist. GL.compressionExt = GLctx.getExtension('WEBGL_compressed_texture_s3tc') || GLctx.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || GLctx.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); GL.anisotropicExt = GLctx.getExtension('EXT_texture_filter_anisotropic') || GLctx.getExtension('MOZ_EXT_texture_filter_anisotropic') || GLctx.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); GL.floatExt = GLctx.getExtension('OES_texture_float'); // Extension available from Firefox 26 and Google Chrome 30 GL.instancedArraysExt = GLctx.getExtension('ANGLE_instanced_arrays'); // These are the 'safe' feature-enabling extensions that don't add any performance impact related to e.g. debugging, and // should be enabled by default so that client GLES2/GL code will not need to go through extra hoops to get its stuff working. // As new extensions are ratified at http://www.khronos.org/registry/webgl/extensions/ , feel free to add your new extensions // here, as long as they don't produce a performance impact for users that might not be using those extensions. // E.g. debugging-related extensions should probably be off by default. var automaticallyEnabledExtensions = [ "OES_texture_float", "OES_texture_half_float", "OES_standard_derivatives", "OES_vertex_array_object", "WEBGL_compressed_texture_s3tc", "WEBGL_depth_texture", "OES_element_index_uint", "EXT_texture_filter_anisotropic", "ANGLE_instanced_arrays", "OES_texture_float_linear", "OES_texture_half_float_linear", "WEBGL_compressed_texture_atc", "WEBGL_compressed_texture_pvrtc", "EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "EXT_frag_depth", "EXT_sRGB", "WEBGL_draw_buffers", "WEBGL_shared_resources" ]; function shouldEnableAutomatically(extension) { for(var i in automaticallyEnabledExtensions) { var include = automaticallyEnabledExtensions[i]; if (ext.indexOf(include) != -1) { return true; } } return false; } var extensions = GLctx.getSupportedExtensions(); for(var e in extensions) { var ext = extensions[e].replace('MOZ_', '').replace('WEBKIT_', ''); if (automaticallyEnabledExtensions.indexOf(ext) != -1) { GLctx.getExtension(ext); // Calling .getExtension enables that extension permanently, no need to store the return value to be enabled. } } }, // In WebGL, uniforms in a shader program are accessed through an opaque object type 'WebGLUniformLocation'. // In GLES2, uniforms are accessed via indices. Therefore we must generate a mapping of indices -> WebGLUniformLocations // to provide the client code the API that uses indices. // This function takes a linked GL program and generates a mapping table for the program. // NOTE: Populating the uniform table is performed eagerly at glLinkProgram time, so glLinkProgram should be considered // to be a slow/costly function call. Calling glGetUniformLocation is relatively fast, since it is always a read-only // lookup to the table populated in this function call. populateUniformTable: function(program) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'populateUniformTable', 'program'); #endif var p = GL.programs[program]; GL.programInfos[program] = { uniforms: {}, maxUniformLength: 0, // This is eagerly computed below, since we already enumerate all uniforms anyway. maxAttributeLength: -1 // This is lazily computed and cached, computed when/if first asked, "-1" meaning not computed yet. }; var ptable = GL.programInfos[program]; var utable = ptable.uniforms; // A program's uniform table maps the string name of an uniform to an integer location of that uniform. // The global GL.uniforms map maps integer locations to WebGLUniformLocations. var numUniforms = GLctx.getProgramParameter(p, GLctx.ACTIVE_UNIFORMS); for (var i = 0; i < numUniforms; ++i) { var u = GLctx.getActiveUniform(p, i); var name = u.name; ptable.maxUniformLength = Math.max(ptable.maxUniformLength, name.length+1); // Strip off any trailing array specifier we might have got, e.g. "[0]". if (name.indexOf(']', name.length-1) !== -1) { var ls = name.lastIndexOf('['); name = name.slice(0, ls); } // Optimize memory usage slightly: If we have an array of uniforms, e.g. 'vec3 colors[3];', then // only store the string 'colors' in utable, and 'colors[0]', 'colors[1]' and 'colors[2]' will be parsed as 'colors'+i. // Note that for the GL.uniforms table, we still need to fetch the all WebGLUniformLocations for all the indices. var loc = GLctx.getUniformLocation(p, name); var id = GL.getNewId(GL.uniforms); utable[name] = [u.size, id]; GL.uniforms[id] = loc; for (var j = 1; j < u.size; ++j) { var n = name + '['+j+']'; loc = GLctx.getUniformLocation(p, n); id = GL.getNewId(GL.uniforms); GL.uniforms[id] = loc; } } } }, glPixelStorei__sig: 'vii', glPixelStorei: function(pname, param) { if (pname == 0x0D05 /* GL_PACK_ALIGNMENT */) { GL.packAlignment = param; } else if (pname == 0x0cf5 /* GL_UNPACK_ALIGNMENT */) { GL.unpackAlignment = param; } GLctx.pixelStorei(pname, param); }, glGetString__sig: 'ii', glGetString: function(name_) { if (GL.stringCache[name_]) return GL.stringCache[name_]; var ret; switch(name_) { case 0x1F00 /* GL_VENDOR */: case 0x1F01 /* GL_RENDERER */: case 0x1F02 /* GL_VERSION */: ret = allocate(intArrayFromString(GLctx.getParameter(name_)), 'i8', ALLOC_NORMAL); break; case 0x1F03 /* GL_EXTENSIONS */: var exts = GLctx.getSupportedExtensions(); var gl_exts = []; for (i in exts) { gl_exts.push(exts[i]); gl_exts.push("GL_" + exts[i]); } ret = allocate(intArrayFromString(gl_exts.join(' ')), 'i8', ALLOC_NORMAL); break; case 0x8B8C /* GL_SHADING_LANGUAGE_VERSION */: ret = allocate(intArrayFromString('OpenGL ES GLSL 1.00 (WebGL)'), 'i8', ALLOC_NORMAL); break; default: GL.recordError(0x0500/*GL_INVALID_ENUM*/); #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGetString: Unknown parameter ' + name_ + '!'); #endif return 0; } GL.stringCache[name_] = ret; return ret; }, glGetIntegerv__sig: 'vii', glGetIntegerv: function(name_, p) { return GL.get(name_, p, 'Integer'); }, glGetFloatv__sig: 'vii', glGetFloatv: function(name_, p) { return GL.get(name_, p, 'Float'); }, glGetBooleanv__sig: 'vii', glGetBooleanv: function(name_, p) { return GL.get(name_, p, 'Boolean'); }, glGenTextures__sig: 'vii', glGenTextures: function(n, textures) { for (var i = 0; i < n; i++) { var id = GL.getNewId(GL.textures); var texture = GLctx.createTexture(); texture.name = id; GL.textures[id] = texture; {{{ makeSetValue('textures', 'i*4', 'id', 'i32') }}}; } }, glDeleteTextures__sig: 'vii', glDeleteTextures: function(n, textures) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('textures', 'i*4', 'i32') }}}; var texture = GL.textures[id]; GLctx.deleteTexture(texture); texture.name = 0; GL.textures[id] = null; } }, glCompressedTexImage2D__sig: 'viiiiiiii', glCompressedTexImage2D: function(target, level, internalFormat, width, height, border, imageSize, data) { #if ASSERTIONS assert(GL.compressionExt); #endif if (data) { data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}}; } else { data = null; } // N.b. using array notation explicitly to not confuse Closure minification. GLctx['compressedTexImage2D'](target, level, internalFormat, width, height, border, data); }, glCompressedTexSubImage2D__sig: 'viiiiiiiii', glCompressedTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, imageSize, data) { #if ASSERTIONS assert(GL.compressionExt); #endif if (data) { data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}}; } else { data = null; } CLctx['compressedTexSubImage2D'](target, level, xoffset, yoffset, width, height, data); }, glTexImage2D__sig: 'viiiiiiiii', glTexImage2D: function(target, level, internalFormat, width, height, border, format, type, pixels) { if (pixels) { var data = GL.getTexPixelData(type, format, width, height, pixels, internalFormat); pixels = data.pixels; internalFormat = data.internalFormat; } else { pixels = null; } GLctx.texImage2D(target, level, internalFormat, width, height, border, format, type, pixels); }, glTexSubImage2D__sig: 'viiiiiiiii', glTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, type, pixels) { if (pixels) { var data = GL.getTexPixelData(type, format, width, height, pixels, -1); pixels = data.pixels; } else { pixels = null; } GLctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }, glReadPixels__sig: 'viiiiiii', glReadPixels: function(x, y, width, height, format, type, pixels) { #if ASSERTIONS assert(type == 0x1401 /* GL_UNSIGNED_BYTE */); #endif var sizePerPixel; switch (format) { case 0x1907 /* GL_RGB */: sizePerPixel = 3; break; case 0x1908 /* GL_RGBA */: sizePerPixel = 4; break; default: GL.recordError(0x0500/*GL_INVALID_ENUM*/); #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glReadPixels: Unsupported format ' + format + '!'); #endif return; } var totalSize = width*height*sizePerPixel; GLctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels, pixels + totalSize)); }, glBindTexture__sig: 'vii', glBindTexture: function(target, texture) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.textures, texture, 'glBindTexture', 'texture'); #endif GLctx.bindTexture(target, texture ? GL.textures[texture] : null); }, glGetTexParameterfv__sig: 'viii', glGetTexParameterfv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'float') }}}; }, glGetTexParameteriv__sig: 'viii', glGetTexParameteriv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'i32') }}}; }, glTexParameterfv__sig: 'viii', glTexParameterfv: function(target, pname, params) { var param = {{{ makeGetValue('params', '0', 'float') }}}; GLctx.texParameterf(target, pname, param); }, glTexParameteriv__sig: 'viii', glTexParameteriv: function(target, pname, params) { var param = {{{ makeGetValue('params', '0', 'i32') }}}; GLctx.texParameteri(target, pname, param); }, glIsTexture__sig: 'ii', glIsTexture: function(texture) { var texture = GL.textures[texture]; if (!texture) return 0; return GLctx.isTexture(texture); }, glGenBuffers__sig: 'vii', glGenBuffers: function(n, buffers) { for (var i = 0; i < n; i++) { var id = GL.getNewId(GL.buffers); var buffer = GLctx.createBuffer(); buffer.name = id; GL.buffers[id] = buffer; {{{ makeSetValue('buffers', 'i*4', 'id', 'i32') }}}; } }, glDeleteBuffers__sig: 'vii', glDeleteBuffers: function(n, buffers) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('buffers', 'i*4', 'i32') }}}; var buffer = GL.buffers[id]; // From spec: "glDeleteBuffers silently ignores 0's and names that do not // correspond to existing buffer objects." if (!buffer) continue; GLctx.deleteBuffer(buffer); buffer.name = 0; GL.buffers[id] = null; if (id == GL.currArrayBuffer) GL.currArrayBuffer = 0; if (id == GL.currElementArrayBuffer) GL.currElementArrayBuffer = 0; } }, glGetBufferParameteriv__sig: 'viii', glGetBufferParameteriv: function(target, value, data) { {{{ makeSetValue('data', '0', 'GLctx.getBufferParameter(target, value)', 'i32') }}}; }, glBufferData__sig: 'viiii', glBufferData: function(target, size, data, usage) { switch (usage) { // fix usages, WebGL only has *_DRAW case 0x88E1: // GL_STREAM_READ case 0x88E2: // GL_STREAM_COPY usage = 0x88E0; // GL_STREAM_DRAW break; case 0x88E5: // GL_STATIC_READ case 0x88E6: // GL_STATIC_COPY usage = 0x88E4; // GL_STATIC_DRAW break; case 0x88E9: // GL_DYNAMIC_READ case 0x88EA: // GL_DYNAMIC_COPY usage = 0x88E8; // GL_DYNAMIC_DRAW break; } GLctx.bufferData(target, HEAPU8.subarray(data, data+size), usage); }, glBufferSubData__sig: 'viiii', glBufferSubData: function(target, offset, size, data) { GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size)); }, glIsBuffer__sig: 'ii', glIsBuffer: function(buffer) { var b = GL.buffers[buffer]; if (!b) return 0; return GLctx.isBuffer(b); }, glGenRenderbuffers__sig: 'vii', glGenRenderbuffers: function(n, renderbuffers) { for (var i = 0; i < n; i++) { var id = GL.getNewId(GL.renderbuffers); var renderbuffer = GLctx.createRenderbuffer(); renderbuffer.name = id; GL.renderbuffers[id] = renderbuffer; {{{ makeSetValue('renderbuffers', 'i*4', 'id', 'i32') }}}; } }, glDeleteRenderbuffers__sig: 'vii', glDeleteRenderbuffers: function(n, renderbuffers) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('renderbuffers', 'i*4', 'i32') }}}; var renderbuffer = GL.renderbuffers[id]; GLctx.deleteRenderbuffer(renderbuffer); renderbuffer.name = 0; GL.renderbuffers[id] = null; } }, glBindRenderbuffer__sig: 'vii', glBindRenderbuffer: function(target, renderbuffer) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.renderbuffers, renderbuffer, 'glBindRenderbuffer', 'renderbuffer'); #endif GLctx.bindRenderbuffer(target, renderbuffer ? GL.renderbuffers[renderbuffer] : null); }, glGetRenderbufferParameteriv__sig: 'viii', glGetRenderbufferParameteriv: function(target, pname, params) { {{{ makeSetValue('params', '0', 'GLctx.getRenderbufferParameter(target, pname)', 'i32') }}}; }, glIsRenderbuffer__sig: 'ii', glIsRenderbuffer: function(renderbuffer) { var rb = GL.renderbuffers[renderbuffer]; if (!rb) return 0; return GLctx.isRenderbuffer(rb); }, glGetUniformfv__sig: 'viii', glGetUniformfv: function(program, location, params) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetUniformfv', 'program'); GL.validateGLObjectID(GL.uniforms, location, 'glGetUniformfv', 'location'); #endif var data = GLctx.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__sig: 'viii', glGetUniformiv: function(program, location, params) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetUniformiv', 'program'); GL.validateGLObjectID(GL.uniforms, location, 'glGetUniformiv', 'location'); #endif var data = GLctx.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__sig: 'iii', glGetUniformLocation: function(program, name) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetUniformLocation', 'program'); #endif name = Pointer_stringify(name); var arrayOffset = 0; // If user passed an array accessor "[index]", parse the array index off the accessor. if (name.indexOf(']', name.length-1) !== -1) { var ls = name.lastIndexOf('['); var arrayIndex = name.slice(ls+1, -1); if (arrayIndex.length > 0) { arrayOffset = parseInt(arrayIndex); if (arrayOffset < 0) { return -1; } } name = name.slice(0, ls); } var ptable = GL.programInfos[program]; if (!ptable) { return -1; } var utable = ptable.uniforms; var uniformInfo = utable[name]; // returns pair [ dimension_of_uniform_array, uniform_location ] if (uniformInfo && arrayOffset < uniformInfo[0]) { // Check if user asked for an out-of-bounds element, i.e. for 'vec4 colors[3];' user could ask for 'colors[10]' which should return -1. return uniformInfo[1]+arrayOffset; } else { return -1; } }, glGetVertexAttribfv__sig: 'viii', glGetVertexAttribfv: function(index, pname, params) { #if FULL_ES2 if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribfv on client-side array: not supported, bad data returned"); } #endif var data = GLctx.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__sig: 'viii', glGetVertexAttribiv: function(index, pname, params) { #if FULL_ES2 if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribiv on client-side array: not supported, bad data returned"); } #endif var data = GLctx.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__sig: 'viii', glGetVertexAttribPointerv: function(index, pname, pointer) { #if FULL_ES2 if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribPointer on client-side array: not supported, bad data returned"); } #endif {{{ makeSetValue('pointer', '0', 'GLctx.getVertexAttribOffset(index, pname)', 'i32') }}}; }, glGetActiveUniform__sig: 'viiiiiii', glGetActiveUniform: function(program, index, bufSize, length, size, type, name) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetActiveUniform', 'program'); #endif program = GL.programs[program]; var info = GLctx.getActiveUniform(program, index); var infoname = info.name.slice(0, Math.max(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__sig: 'vif', glUniform1f: function(location, v0) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform1f', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform1f(location, v0); }, glUniform2f__sig: 'viff', glUniform2f: function(location, v0, v1) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform2f', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform2f(location, v0, v1); }, glUniform3f__sig: 'vifff', glUniform3f: function(location, v0, v1, v2) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform3f', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform3f(location, v0, v1, v2); }, glUniform4f__sig: 'viffff', glUniform4f: function(location, v0, v1, v2, v3) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform4f', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform4f(location, v0, v1, v2, v3); }, glUniform1i__sig: 'vii', glUniform1i: function(location, v0) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform1i', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform1i(location, v0); }, glUniform2i__sig: 'viii', glUniform2i: function(location, v0, v1) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform2i', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform2i(location, v0, v1); }, glUniform3i__sig: 'viiii', glUniform3i: function(location, v0, v1, v2) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform3i', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform3i(location, v0, v1, v2); }, glUniform4i__sig: 'viiiii', glUniform4i: function(location, v0, v1, v2, v3) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform4i', 'location'); #endif location = GL.uniforms[location]; GLctx.uniform4i(location, v0, v1, v2, v3); }, glUniform1iv__sig: 'viii', glUniform1iv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform1iv', 'location'); #endif location = GL.uniforms[location]; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; GLctx.uniform1iv(location, value); }, glUniform2iv__sig: 'viii', glUniform2iv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform2iv', 'location'); #endif location = GL.uniforms[location]; count *= 2; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; GLctx.uniform2iv(location, value); }, glUniform3iv__sig: 'viii', glUniform3iv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform3iv', 'location'); #endif location = GL.uniforms[location]; count *= 3; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; GLctx.uniform3iv(location, value); }, glUniform4iv__sig: 'viii', glUniform4iv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform4iv', 'location'); #endif location = GL.uniforms[location]; count *= 4; value = {{{ makeHEAPView('32', 'value', 'value+count*4') }}}; GLctx.uniform4iv(location, value); }, glUniform1fv__sig: 'viii', glUniform1fv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform1fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform view = GL.miniTempBufferViews[0]; view[0] = {{{ makeGetValue('value', '0', 'float') }}}; } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*4') }}}; } GLctx.uniform1fv(location, view); }, glUniform2fv__sig: 'viii', glUniform2fv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform2fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform view = GL.miniTempBufferViews[1]; view[0] = {{{ makeGetValue('value', '0', 'float') }}}; view[1] = {{{ makeGetValue('value', '4', 'float') }}}; } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*8') }}}; } GLctx.uniform2fv(location, view); }, glUniform3fv__sig: 'viii', glUniform3fv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform3fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform view = GL.miniTempBufferViews[2]; view[0] = {{{ makeGetValue('value', '0', 'float') }}}; view[1] = {{{ makeGetValue('value', '4', 'float') }}}; view[2] = {{{ makeGetValue('value', '8', 'float') }}}; } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*12') }}}; } GLctx.uniform3fv(location, view); }, glUniform4fv__sig: 'viii', glUniform4fv: function(location, count, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniform4fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform view = GL.miniTempBufferViews[3]; view[0] = {{{ makeGetValue('value', '0', 'float') }}}; view[1] = {{{ makeGetValue('value', '4', 'float') }}}; view[2] = {{{ makeGetValue('value', '8', 'float') }}}; view[3] = {{{ makeGetValue('value', '12', 'float') }}}; } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*16') }}}; } GLctx.uniform4fv(location, view); }, glUniformMatrix2fv__sig: 'viiii', glUniformMatrix2fv: function(location, count, transpose, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniformMatrix2fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform matrix view = GL.miniTempBufferViews[3]; for (var i = 0; i < 4; i++) { view[i] = {{{ makeGetValue('value', 'i*4', 'float') }}}; } } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*16') }}}; } GLctx.uniformMatrix2fv(location, transpose, view); }, glUniformMatrix3fv__sig: 'viiii', glUniformMatrix3fv: function(location, count, transpose, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniformMatrix3fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform matrix view = GL.miniTempBufferViews[8]; for (var i = 0; i < 9; i++) { view[i] = {{{ makeGetValue('value', 'i*4', 'float') }}}; } } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*36') }}}; } GLctx.uniformMatrix3fv(location, transpose, view); }, glUniformMatrix4fv__sig: 'viiii', glUniformMatrix4fv: function(location, count, transpose, value) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.uniforms, location, 'glUniformMatrix4fv', 'location'); #endif location = GL.uniforms[location]; var view; if (count == 1) { // avoid allocation for the common case of uploading one uniform matrix view = GL.miniTempBufferViews[15]; for (var i = 0; i < 16; i++) { view[i] = {{{ makeGetValue('value', 'i*4', 'float') }}}; } } else { view = {{{ makeHEAPView('F32', 'value', 'value+count*64') }}}; } GLctx.uniformMatrix4fv(location, transpose, view); }, glBindBuffer__sig: 'vii', glBindBuffer: function(target, buffer) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.buffers, buffer, 'glBindBuffer', 'buffer'); #endif var bufferObj = buffer ? GL.buffers[buffer] : null; #if FULL_ES2 if (target == GLctx.ARRAY_BUFFER) { GL.currArrayBuffer = buffer; } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) { GL.currElementArrayBuffer = buffer; } #endif #if LEGACY_GL_EMULATION if (target == GLctx.ARRAY_BUFFER) { GLImmediate.lastArrayBuffer = GL.currArrayBuffer = buffer; } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) { GL.currElementArrayBuffer = buffer; } #endif GLctx.bindBuffer(target, bufferObj); }, glVertexAttrib1fv__sig: 'vii', glVertexAttrib1fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+' + (1*4)) }}}; GLctx.vertexAttrib1fv(index, v); }, glVertexAttrib2fv__sig: 'vii', glVertexAttrib2fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+' + (2*4)) }}}; GLctx.vertexAttrib2fv(index, v); }, glVertexAttrib3fv__sig: 'vii', glVertexAttrib3fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+' + (3*4)) }}}; GLctx.vertexAttrib3fv(index, v); }, glVertexAttrib4fv__sig: 'vii', glVertexAttrib4fv: function(index, v) { v = {{{ makeHEAPView('F32', 'v', 'v+' + (4*4)) }}}; GLctx.vertexAttrib4fv(index, v); }, glGetAttribLocation__sig: 'vii', glGetAttribLocation: function(program, name) { program = GL.programs[program]; name = Pointer_stringify(name); return GLctx.getAttribLocation(program, name); }, glGetActiveAttrib__sig: 'viiiiiii', glGetActiveAttrib: function(program, index, bufSize, length, size, type, name) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetActiveAttrib', 'program'); #endif program = GL.programs[program]; var info = GLctx.getActiveAttrib(program, index); var infoname = info.name.slice(0, Math.max(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__sig: 'ii', glCreateShader: function(shaderType) { var id = GL.getNewId(GL.shaders); GL.shaders[id] = GLctx.createShader(shaderType); return id; }, glDeleteShader__sig: 'vi', glDeleteShader: function(shader) { GLctx.deleteShader(GL.shaders[shader]); GL.shaders[shader] = null; }, glGetAttachedShaders__sig: 'viiii', glGetAttachedShaders: function(program, maxCount, count, shaders) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetAttachedShaders', 'program'); #endif var result = GLctx.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) { var id = GL.shaders.indexOf(result[i]); #if ASSERTIONS assert(id !== -1, 'shader not bound to local id'); #endif {{{ makeSetValue('shaders', 'i*4', 'id', 'i32') }}}; } }, glShaderSource__sig: 'viiii', glShaderSource: function(shader, count, string, length) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.shaders, shader, 'glShaderSource', 'shader'); #endif var source = GL.getSource(shader, count, string, length); GLctx.shaderSource(GL.shaders[shader], source); }, glGetShaderSource__sig: 'viiii', glGetShaderSource: function(shader, bufSize, length, source) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderSource', 'shader'); #endif var result = GLctx.getShaderSource(GL.shaders[shader]); result = result.slice(0, Math.max(0, bufSize - 1)); writeStringToMemory(result, source); if (length) { {{{ makeSetValue('length', '0', 'result.length', 'i32') }}}; } }, glCompileShader__sig: 'vi', glCompileShader: function(shader) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.shaders, shader, 'glCompileShader', 'shader'); #endif GLctx.compileShader(GL.shaders[shader]); }, glGetShaderInfoLog__sig: 'viiii', glGetShaderInfoLog: function(shader, maxLength, length, infoLog) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderInfoLog', 'shader'); #endif var log = GLctx.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__sig: 'viii', glGetShaderiv : function(shader, pname, p) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderiv', 'shader'); #endif if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH {{{ makeSetValue('p', '0', 'GLctx.getShaderInfoLog(GL.shaders[shader]).length + 1', 'i32') }}}; } else { {{{ makeSetValue('p', '0', 'GLctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}}; } }, glGetProgramiv__sig: 'viii', glGetProgramiv : function(program, pname, p) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetProgramiv', 'program'); #endif if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH {{{ makeSetValue('p', '0', 'GLctx.getProgramInfoLog(GL.programs[program]).length + 1', 'i32') }}}; } else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) { var ptable = GL.programInfos[program]; if (ptable) { {{{ makeSetValue('p', '0', 'ptable.maxUniformLength', 'i32') }}}; return; } else if (program < GL.counter) { #if GL_ASSERTIONS Module.printErr("A GL object " + program + " that is not a program object was passed to glGetProgramiv!"); #endif GL.recordError(0x0502 /* GL_INVALID_OPERATION */); } else { #if GL_ASSERTIONS Module.printErr("A GL object " + program + " that did not come from GL was passed to glGetProgramiv!"); #endif GL.recordError(0x0501 /* GL_INVALID_VALUE */); } } else if (pname == 0x8B8A /* GL_ACTIVE_ATTRIBUTE_MAX_LENGTH */) { var ptable = GL.programInfos[program]; if (ptable) { if (ptable.maxAttributeLength == -1) { var program = GL.programs[program]; var numAttribs = GLctx.getProgramParameter(program, GLctx.ACTIVE_ATTRIBUTES); ptable.maxAttributeLength = 0; // Spec says if there are no active attribs, 0 must be returned. for(var i = 0; i < numAttribs; ++i) { var activeAttrib = GLctx.getActiveAttrib(program, i); ptable.maxAttributeLength = Math.max(ptable.maxAttributeLength, activeAttrib.name.length+1); } } {{{ makeSetValue('p', '0', 'ptable.maxAttributeLength', 'i32') }}}; return; } else if (program < GL.counter) { #if GL_ASSERTIONS Module.printErr("A GL object " + program + " that is not a program object was passed to glGetProgramiv!"); #endif GL.recordError(0x0502 /* GL_INVALID_OPERATION */); } else { #if GL_ASSERTIONS Module.printErr("A GL object " + program + " that did not come from GL was passed to glGetProgramiv!"); #endif GL.recordError(0x0501 /* GL_INVALID_VALUE */); } } else { {{{ makeSetValue('p', '0', 'GLctx.getProgramParameter(GL.programs[program], pname)', 'i32') }}}; } }, glIsShader__sig: 'ii', glIsShader: function(shader) { var s = GL.shaders[shader]; if (!s) return 0; return GLctx.isShader(s); }, glCreateProgram__sig: 'i', glCreateProgram: function() { var id = GL.getNewId(GL.programs); var program = GLctx.createProgram(); program.name = id; GL.programs[id] = program; return id; }, glDeleteProgram__sig: 'vi', glDeleteProgram: function(program) { var program = GL.programs[program]; GLctx.deleteProgram(program); program.name = 0; GL.programs[program] = null; GL.programInfos[program] = null; }, glAttachShader__sig: 'vii', glAttachShader: function(program, shader) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glAttachShader', 'program'); GL.validateGLObjectID(GL.shaders, shader, 'glAttachShader', 'shader'); #endif GLctx.attachShader(GL.programs[program], GL.shaders[shader]); }, glDetachShader__sig: 'vii', glDetachShader: function(program, shader) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glDetachShader', 'program'); GL.validateGLObjectID(GL.shaders, shader, 'glDetachShader', 'shader'); #endif GLctx.detachShader(GL.programs[program], GL.shaders[shader]); }, glGetShaderPrecisionFormat: function(shaderType, precisionType, range, precision) { var result = GLctx.getShaderPrecisionFormat(shaderType, precisionType); {{{ makeSetValue('range', '0', 'result.rangeMin', 'i32') }}}; {{{ makeSetValue('range', '4', 'result.rangeMax', 'i32') }}}; {{{ makeSetValue('precision', '0', 'result.precision', 'i32') }}}; }, glLinkProgram__sig: 'vi', glLinkProgram: function(program) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glLinkProgram', 'program'); #endif GLctx.linkProgram(GL.programs[program]); GL.programInfos[program] = null; // uniforms no longer keep the same names after linking GL.populateUniformTable(program); }, glGetProgramInfoLog__sig: 'viiii', glGetProgramInfoLog: function(program, maxLength, length, infoLog) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glGetProgramInfoLog', 'program'); #endif var log = GLctx.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__sig: 'vi', glUseProgram: function(program) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glUseProgram', 'program'); #endif GLctx.useProgram(program ? GL.programs[program] : null); }, glValidateProgram__sig: 'vi', glValidateProgram: function(program) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glValidateProgram', 'program'); #endif GLctx.validateProgram(GL.programs[program]); }, glIsProgram__sig: 'ii', glIsProgram: function(program) { var program = GL.programs[program]; if (!program) return 0; return GLctx.isProgram(program); }, glBindAttribLocation__sig: 'viii', glBindAttribLocation: function(program, index, name) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.programs, program, 'glBindAttribLocation', 'program'); #endif name = Pointer_stringify(name); GLctx.bindAttribLocation(GL.programs[program], index, name); }, glBindFramebuffer__sig: 'vii', glBindFramebuffer: function(target, framebuffer) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.framebuffers, framebuffer, 'glBindFramebuffer', 'framebuffer'); #endif GLctx.bindFramebuffer(target, framebuffer ? GL.framebuffers[framebuffer] : null); }, glGenFramebuffers__sig: 'vii', glGenFramebuffers: function(n, ids) { for (var i = 0; i < n; ++i) { var id = GL.getNewId(GL.framebuffers); var framebuffer = GLctx.createFramebuffer(); framebuffer.name = id; GL.framebuffers[id] = framebuffer; {{{ makeSetValue('ids', 'i*4', 'id', 'i32') }}}; } }, glDeleteFramebuffers__sig: 'vii', glDeleteFramebuffers: function(n, framebuffers) { for (var i = 0; i < n; ++i) { var id = {{{ makeGetValue('framebuffers', 'i*4', 'i32') }}}; var framebuffer = GL.framebuffers[id]; GLctx.deleteFramebuffer(framebuffer); framebuffer.name = 0; GL.framebuffers[id] = null; } }, glFramebufferRenderbuffer__sig: 'viiii', glFramebufferRenderbuffer: function(target, attachment, renderbuffertarget, renderbuffer) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.renderbuffers, renderbuffer, 'glFramebufferRenderbuffer', 'renderbuffer'); #endif GLctx.framebufferRenderbuffer(target, attachment, renderbuffertarget, GL.renderbuffers[renderbuffer]); }, glFramebufferTexture2D__sig: 'viiiii', glFramebufferTexture2D: function(target, attachment, textarget, texture, level) { #if GL_ASSERTIONS GL.validateGLObjectID(GL.textures, texture, 'glFramebufferTexture2D', 'texture'); #endif GLctx.framebufferTexture2D(target, attachment, textarget, GL.textures[texture], level); }, glGetFramebufferAttachmentParameteriv__sig: 'viiii', glGetFramebufferAttachmentParameteriv: function(target, attachment, pname, params) { var result = GLctx.getFramebufferAttachmentParameter(target, attachment, pname); {{{ makeSetValue('params', '0', 'result', 'i32') }}}; }, glIsFramebuffer__sig: 'ii', glIsFramebuffer: function(framebuffer) { var fb = GL.framebuffers[framebuffer]; if (!fb) return 0; return GLctx.isFramebuffer(fb); }, #if LEGACY_GL_EMULATION // GL emulation: provides misc. functionality not present in OpenGL ES 2.0 or WebGL $GLEmulation__deps: ['$GLImmediateSetup', 'glEnable', 'glDisable', 'glIsEnabled', 'glGetBooleanv', 'glGetIntegerv', 'glGetString', 'glCreateShader', 'glShaderSource', 'glCompileShader', 'glAttachShader', 'glDetachShader', 'glUseProgram', 'glDeleteProgram', 'glBindAttribLocation', 'glLinkProgram', 'glBindBuffer', 'glGetFloatv', 'glHint', 'glEnableVertexAttribArray', 'glDisableVertexAttribArray', 'glVertexAttribPointer', 'glActiveTexture'], $GLEmulation__postset: 'GLEmulation.init();', $GLEmulation: { // Fog support. Partial, we assume shaders are used that implement fog. We just pass them uniforms fogStart: 0, fogEnd: 1, fogDensity: 1.0, fogColor: null, fogMode: 0x0800, // GL_EXP fogEnabled: false, // VAO support vaos: [], currentVao: null, enabledVertexAttribArrays: {}, // helps with vao cleanups hasRunInit: false, init: function() { // Do not activate immediate/emulation code (e.g. replace glDrawElements) when in FULL_ES2 mode. // We do not need full emulation, we instead emulate client-side arrays etc. in FULL_ES2 code in // a straightforward manner, and avoid not having a bound buffer be ambiguous between es2 emulation // code and legacy gl emulation code. #if FULL_ES2 return; #endif if (GLEmulation.hasRunInit) { return; } GLEmulation.hasRunInit = true; GLEmulation.fogColor = new Float32Array(4); // Add some emulation workarounds Module.printErr('WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work.'); #if GL_UNSAFE_OPTS == 1 Module.printErr('WARNING: using emscripten GL emulation unsafe opts. If weirdness happens, try -s GL_UNSAFE_OPTS=0'); #endif // XXX some of the capabilities we don't support may lead to incorrect rendering, if we do not emulate them in shaders var validCapabilities = { 0x0B44: 1, // GL_CULL_FACE 0x0BE2: 1, // GL_BLEND 0x0BD0: 1, // GL_DITHER, 0x0B90: 1, // GL_STENCIL_TEST 0x0B71: 1, // GL_DEPTH_TEST 0x0C11: 1, // GL_SCISSOR_TEST 0x8037: 1, // GL_POLYGON_OFFSET_FILL 0x809E: 1, // GL_SAMPLE_ALPHA_TO_COVERAGE 0x80A0: 1 // GL_SAMPLE_COVERAGE }; var glEnable = _glEnable; _glEnable = function _glEnable(cap) { // Clean up the renderer on any change to the rendering state. The optimization of // skipping renderer setup is aimed at the case of multiple glDraw* right after each other if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); if (cap == 0x0B60 /* GL_FOG */) { if (GLEmulation.fogEnabled != true) { GLImmediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use. GLEmulation.fogEnabled = true; } return; } else if (cap == 0x0de1 /* GL_TEXTURE_2D */) { // XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support // it by forwarding to glEnableClientState /* Actually, let's not, for now. (This sounds exceedingly broken) * This is in gl_ps_workaround2.c. _glEnableClientState(cap); */ return; } else if (!(cap in validCapabilities)) { return; } glEnable(cap); }; var glDisable = _glDisable; _glDisable = function _glDisable(cap) { if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); if (cap == 0x0B60 /* GL_FOG */) { if (GLEmulation.fogEnabled != false) { GLImmediate.currentRenderer = null; // Fog parameter is part of the FFP shader state, we must re-lookup the renderer to use. GLEmulation.fogEnabled = false; } return; } else if (cap == 0x0de1 /* GL_TEXTURE_2D */) { // XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support // it by forwarding to glDisableClientState /* Actually, let's not, for now. (This sounds exceedingly broken) * This is in gl_ps_workaround2.c. _glDisableClientState(cap); */ return; } else if (!(cap in validCapabilities)) { return; } glDisable(cap); }; _glIsEnabled = function _glIsEnabled(cap) { if (cap == 0x0B60 /* GL_FOG */) { return GLEmulation.fogEnabled ? 1 : 0; } else if (!(cap in validCapabilities)) { return 0; } return GLctx.isEnabled(cap); }; var glGetBooleanv = _glGetBooleanv; _glGetBooleanv = function _glGetBooleanv(pname, p) { var attrib = GLEmulation.getAttributeFromCapability(pname); if (attrib !== null) { var result = GLImmediate.enabledClientAttributes[attrib]; {{{ makeSetValue('p', '0', 'result === true ? 1 : 0', 'i8') }}}; return; } glGetBooleanv(pname, p); }; var glGetIntegerv = _glGetIntegerv; _glGetIntegerv = function _glGetIntegerv(pname, params) { switch (pname) { case 0x84E2: pname = GLctx.MAX_TEXTURE_IMAGE_UNITS /* fake it */; break; // GL_MAX_TEXTURE_UNITS case 0x8B4A: { // GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB var result = GLctx.getParameter(GLctx.MAX_VERTEX_UNIFORM_VECTORS); {{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply return; } case 0x8B49: { // GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB var result = GLctx.getParameter(GLctx.MAX_FRAGMENT_UNIFORM_VECTORS); {{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply return; } case 0x8B4B: { // GL_MAX_VARYING_FLOATS_ARB var result = GLctx.getParameter(GLctx.MAX_VARYING_VECTORS); {{{ makeSetValue('params', '0', 'result*4', 'i32') }}}; // GLES gives num of 4-element vectors, GL wants individual components, so multiply return; } case 0x8871: pname = GLctx.MAX_COMBINED_TEXTURE_IMAGE_UNITS /* close enough */; break; // GL_MAX_TEXTURE_COORDS case 0x807A: { // GL_VERTEX_ARRAY_SIZE var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; return; } case 0x807B: { // GL_VERTEX_ARRAY_TYPE var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; return; } case 0x807C: { // GL_VERTEX_ARRAY_STRIDE var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; return; } case 0x8081: { // GL_COLOR_ARRAY_SIZE var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; return; } case 0x8082: { // GL_COLOR_ARRAY_TYPE var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; return; } case 0x8083: { // GL_COLOR_ARRAY_STRIDE var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; return; } case 0x8088: { // GL_TEXTURE_COORD_ARRAY_SIZE var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture]; {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; return; } case 0x8089: { // GL_TEXTURE_COORD_ARRAY_TYPE var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture]; {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; return; } case 0x808A: { // GL_TEXTURE_COORD_ARRAY_STRIDE var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture]; {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; return; } } glGetIntegerv(pname, params); }; var glGetString = _glGetString; _glGetString = function _glGetString(name_) { if (GL.stringCache[name_]) return GL.stringCache[name_]; switch(name_) { case 0x1F03 /* GL_EXTENSIONS */: // Add various extensions that we can support var ret = allocate(intArrayFromString(GLctx.getSupportedExtensions().join(' ') + ' GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_ATI_texture_env_combine3 GL_NV_texture_env_combine4 GL_EXT_texture_env_dot3 GL_ARB_multitexture GL_ARB_vertex_buffer_object GL_EXT_framebuffer_object GL_ARB_vertex_program GL_ARB_fragment_program GL_ARB_shading_language_100 GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ARB_texture_cube_map GL_EXT_draw_range_elements' + (GL.compressionExt ? ' GL_ARB_texture_compression GL_EXT_texture_compression_s3tc' : '') + (GL.anisotropicExt ? ' GL_EXT_texture_filter_anisotropic' : '') ), 'i8', ALLOC_NORMAL); GL.stringCache[name_] = ret; return ret; } return glGetString(name_); }; // 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.shaderInfos = {}; #if GL_DEBUG GL.shaderSources = {}; GL.shaderOriginalSources = {}; #endif var glCreateShader = _glCreateShader; _glCreateShader = function _glCreateShader(shaderType) { var id = glCreateShader(shaderType); GL.shaderInfos[id] = { type: shaderType, ftransform: false }; return id; }; function ensurePrecision(source) { if (!/precision +(low|medium|high)p +float *;/.test(source)) { source = 'precision mediump float;\n' + source; } return source; } var glShaderSource = _glShaderSource; _glShaderSource = function _glShaderSource(shader, count, string, length) { var source = GL.getSource(shader, count, string, length); #if GL_DEBUG console.log("glShaderSource: Input: \n" + source); GL.shaderOriginalSources[shader] = source; #endif // XXX We add attributes and uniforms to shaders. The program can ask for the # of them, and see the // ones we generated, potentially confusing it? Perhaps we should hide them. if (GL.shaderInfos[shader].type == GLctx.VERTEX_SHADER) { // Replace ftransform() with explicit project/modelview transforms, and add position and matrix info. var has_pm = source.search(/u_projection/) >= 0; var has_mm = source.search(/u_modelView/) >= 0; var has_pv = source.search(/a_position/) >= 0; var need_pm = 0, need_mm = 0, need_pv = 0; var old = source; source = source.replace(/ftransform\(\)/g, '(u_projection * u_modelView * a_position)'); if (old != source) need_pm = need_mm = need_pv = 1; old = source; source = source.replace(/gl_ProjectionMatrix/g, 'u_projection'); if (old != source) need_pm = 1; old = source; source = source.replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec4(u_modelView[0][2], u_modelView[1][2], u_modelView[2][2], u_modelView[3][2])'); // XXX extremely inefficient if (old != source) need_mm = 1; old = source; source = source.replace(/gl_ModelViewMatrix/g, 'u_modelView'); if (old != source) need_mm = 1; old = source; source = source.replace(/gl_Vertex/g, 'a_position'); if (old != source) need_pv = 1; old = source; source = source.replace(/gl_ModelViewProjectionMatrix/g, '(u_projection * u_modelView)'); if (old != source) need_pm = need_mm = 1; if (need_pv && !has_pv) source = 'attribute vec4 a_position; \n' + source; if (need_mm && !has_mm) source = 'uniform mat4 u_modelView; \n' + source; if (need_pm && !has_pm) source = 'uniform mat4 u_projection; \n' + source; GL.shaderInfos[shader].ftransform = need_pm || need_mm || need_pv; // we will need to provide the fixed function stuff as attributes and uniforms for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { // XXX To handle both regular texture mapping and cube mapping, we use vec4 for tex coordinates. var old = source; var need_vtc = source.search('v_texCoord' + i) == -1; 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' + source; if (need_vtc) { source = 'varying vec4 v_texCoord' + i + '; \n' + source; } } old = source; source = source.replace(new RegExp('gl_TextureMatrix\\[' + i + '\\]', 'g'), 'u_textureMatrix' + i); if (source != old) { source = 'uniform mat4 u_textureMatrix' + i + '; \n' + source; } } if (source.indexOf('gl_FrontColor') >= 0) { source = 'varying vec4 v_color; \n' + source.replace(/gl_FrontColor/g, 'v_color'); } if (source.indexOf('gl_Color') >= 0) { source = 'attribute vec4 a_color; \n' + source.replace(/gl_Color/g, 'a_color'); } if (source.indexOf('gl_Normal') >= 0) { source = 'attribute vec3 a_normal; \n' + source.replace(/gl_Normal/g, 'a_normal'); } // fog if (source.indexOf('gl_FogFragCoord') >= 0) { source = 'varying float v_fogFragCoord; \n' + source.replace(/gl_FogFragCoord/g, 'v_fogFragCoord'); } source = ensurePrecision(source); } else { // Fragment shader for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { var old = source; source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i); if (source != old) { 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'); } if (source.indexOf('gl_Fog.color') >= 0) { source = 'uniform vec4 u_fogColor; \n' + source.replace(/gl_Fog.color/g, 'u_fogColor'); } if (source.indexOf('gl_Fog.end') >= 0) { source = 'uniform float u_fogEnd; \n' + source.replace(/gl_Fog.end/g, 'u_fogEnd'); } if (source.indexOf('gl_Fog.scale') >= 0) { source = 'uniform float u_fogScale; \n' + source.replace(/gl_Fog.scale/g, 'u_fogScale'); } if (source.indexOf('gl_Fog.density') >= 0) { source = 'uniform float u_fogDensity; \n' + source.replace(/gl_Fog.density/g, 'u_fogDensity'); } if (source.indexOf('gl_FogFragCoord') >= 0) { source = 'varying float v_fogFragCoord; \n' + source.replace(/gl_FogFragCoord/g, 'v_fogFragCoord'); } source = ensurePrecision(source); } #if GL_DEBUG GL.shaderSources[shader] = source; console.log("glShaderSource: Output: \n" + source); #endif GLctx.shaderSource(GL.shaders[shader], source); }; var glCompileShader = _glCompileShader; _glCompileShader = function _glCompileShader(shader) { GLctx.compileShader(GL.shaders[shader]); #if GL_DEBUG if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) { Module.printErr('Failed to compile shader: ' + GLctx.getShaderInfoLog(GL.shaders[shader])); Module.printErr('Info: ' + JSON.stringify(GL.shaderInfos[shader])); Module.printErr('Original source: ' + GL.shaderOriginalSources[shader]); Module.printErr('Source: ' + GL.shaderSources[shader]); throw 'Shader compilation halt'; } #endif }; GL.programShaders = {}; var glAttachShader = _glAttachShader; _glAttachShader = function _glAttachShader(program, shader) { if (!GL.programShaders[program]) GL.programShaders[program] = []; GL.programShaders[program].push(shader); glAttachShader(program, shader); }; var glDetachShader = _glDetachShader; _glDetachShader = function _glDetachShader(program, shader) { var programShader = GL.programShaders[program]; if (!programShader) { Module.printErr('WARNING: _glDetachShader received invalid program: ' + program); return; } var index = programShader.indexOf(shader); programShader.splice(index, 1); glDetachShader(program, shader); }; var glUseProgram = _glUseProgram; _glUseProgram = function _glUseProgram(program) { #if GL_DEBUG if (GL.debug) { Module.printErr('[using program with shaders]'); if (program) { GL.programShaders[program].forEach(function(shader) { Module.printErr(' shader ' + shader + ', original source: ' + GL.shaderOriginalSources[shader]); Module.printErr(' Source: ' + GL.shaderSources[shader]); }); } } #endif if (GL.currProgram != program) { GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that. GL.currProgram = program; GLImmediate.fixedFunctionProgram = 0; glUseProgram(program); } } var glDeleteProgram = _glDeleteProgram; _glDeleteProgram = function _glDeleteProgram(program) { glDeleteProgram(program); if (program == GL.currProgram) { GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that. GL.currProgram = 0; } }; // If attribute 0 was not bound, bind it to 0 for WebGL performance reasons. Track if 0 is free for that. var zeroUsedPrograms = {}; var glBindAttribLocation = _glBindAttribLocation; _glBindAttribLocation = function _glBindAttribLocation(program, index, name) { if (index == 0) zeroUsedPrograms[program] = true; glBindAttribLocation(program, index, name); }; var glLinkProgram = _glLinkProgram; _glLinkProgram = function _glLinkProgram(program) { if (!(program in zeroUsedPrograms)) { GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position'); } glLinkProgram(program); }; var glBindBuffer = _glBindBuffer; _glBindBuffer = function _glBindBuffer(target, buffer) { glBindBuffer(target, buffer); if (target == GLctx.ARRAY_BUFFER) { if (GLEmulation.currentVao) { #if ASSERTIONS assert(GLEmulation.currentVao.arrayBuffer == buffer || GLEmulation.currentVao.arrayBuffer == 0 || buffer == 0, 'TODO: support for multiple array buffers in vao'); #endif GLEmulation.currentVao.arrayBuffer = buffer; } } else if (target == GLctx.ELEMENT_ARRAY_BUFFER) { if (GLEmulation.currentVao) GLEmulation.currentVao.elementArrayBuffer = buffer; } }; var glGetFloatv = _glGetFloatv; _glGetFloatv = function _glGetFloatv(pname, params) { if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2); } else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX HEAPF32.set(GLImmediate.matrix[1/*p*/], params >> 2); } else if (pname == 0x0BA8) { // GL_TEXTURE_MATRIX HEAPF32.set(GLImmediate.matrix[2/*t*/ + GLImmediate.clientActiveTexture], params >> 2); } else if (pname == 0x0B66) { // GL_FOG_COLOR HEAPF32.set(GLEmulation.fogColor, params >> 2); } else if (pname == 0x0B63) { // GL_FOG_START {{{ makeSetValue('params', '0', 'GLEmulation.fogStart', 'float') }}}; } else if (pname == 0x0B64) { // GL_FOG_END {{{ makeSetValue('params', '0', 'GLEmulation.fogEnd', 'float') }}}; } else if (pname == 0x0B62) { // GL_FOG_DENSITY {{{ makeSetValue('params', '0', 'GLEmulation.fogDensity', 'float') }}}; } else if (pname == 0x0B65) { // GL_FOG_MODE {{{ makeSetValue('params', '0', 'GLEmulation.fogMode', 'float') }}}; } else { glGetFloatv(pname, params); } }; var glHint = _glHint; _glHint = function _glHint(target, mode) { if (target == 0x84EF) { // GL_TEXTURE_COMPRESSION_HINT return; } glHint(target, mode); }; var glEnableVertexAttribArray = _glEnableVertexAttribArray; _glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) { glEnableVertexAttribArray(index); GLEmulation.enabledVertexAttribArrays[index] = 1; if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1; }; var glDisableVertexAttribArray = _glDisableVertexAttribArray; _glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) { glDisableVertexAttribArray(index); delete GLEmulation.enabledVertexAttribArrays[index]; if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index]; }; var glVertexAttribPointer = _glVertexAttribPointer; _glVertexAttribPointer = function _glVertexAttribPointer(index, size, type, normalized, stride, pointer) { glVertexAttribPointer(index, size, type, normalized, stride, pointer); if (GLEmulation.currentVao) { // TODO: avoid object creation here? likely not hot though GLEmulation.currentVao.vertexAttribPointers[index] = [index, size, type, normalized, stride, pointer]; } }; }, getAttributeFromCapability: function(cap) { var attrib = null; switch (cap) { case 0x0de1: // GL_TEXTURE_2D - XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support it #if ASSERTIONS abort("GL_TEXTURE_2D is not a spec-defined capability for gl{Enable,Disable}ClientState."); #endif // Fall through: case 0x8078: // GL_TEXTURE_COORD_ARRAY attrib = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture; break; case 0x8074: // GL_VERTEX_ARRAY attrib = GLImmediate.VERTEX; break; case 0x8075: // GL_NORMAL_ARRAY attrib = GLImmediate.NORMAL; break; case 0x8076: // GL_COLOR_ARRAY attrib = GLImmediate.COLOR; break; } return attrib; }, }, glGetShaderPrecisionFormat__sig: 'v', glGetShaderPrecisionFormat: function() { throw 'glGetShaderPrecisionFormat: TODO' }, glDeleteObject__sig: 'vi', glDeleteObject: function(id) { if (GL.programs[id]) { _glDeleteProgram(id); } else if (GL.shaders[id]) { _glDeleteShader(id); } else { Module.printErr('WARNING: deleteObject received invalid id: ' + id); } }, glGetObjectParameteriv__sig: 'viii', glGetObjectParameteriv: function(id, type, result) { if (GL.programs[id]) { if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB {{{ makeSetValue('result', '0', 'GLctx.getProgramInfoLog(GL.programs[id]).length', 'i32') }}}; return; } _glGetProgramiv(id, type, result); } else if (GL.shaders[id]) { if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB {{{ makeSetValue('result', '0', 'GLctx.getShaderInfoLog(GL.shaders[id]).length', 'i32') }}}; return; } else if (type == 0x8B88) { // GL_OBJECT_SHADER_SOURCE_LENGTH_ARB {{{ makeSetValue('result', '0', 'GLctx.getShaderSource(GL.shaders[id]).length', 'i32') }}}; return; } _glGetShaderiv(id, type, result); } else { Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id); } }, glGetInfoLog__sig: 'viiii', glGetInfoLog: 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 { Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id); } }, glBindProgram__sig: 'vii', glBindProgram: function(type, id) { #if ASSERTIONS assert(id == 0); #endif }, glGetPointerv: function(name, p) { var attribute; switch(name) { case 0x808E: // GL_VERTEX_ARRAY_POINTER attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; break; case 0x8090: // GL_COLOR_ARRAY_POINTER attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; break; case 0x8092: // GL_TEXTURE_COORD_ARRAY_POINTER attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture]; break; default: GL.recordError(0x0500/*GL_INVALID_ENUM*/); #if GL_ASSERTIONS Module.printErr('GL_INVALID_ENUM in glGetPointerv: Unsupported name ' + name + '!'); #endif return; } {{{ makeSetValue('p', '0', 'attribute ? attribute.pointer : 0', 'i32') }}}; }, // GL Immediate mode // See comment in GLEmulation.init() #if FULL_ES2 == 0 $GLImmediate__postset: 'GLImmediate.setupFuncs(); Browser.moduleContextCreatedCallbacks.push(function() { GLImmediate.init() });', #endif $GLImmediate__deps: ['$Browser', '$GL', '$GLEmulation'], $GLImmediate: { MapTreeLib: null, spawnMapTreeLib: function() { /* A naive implementation of a map backed by an array, and accessed by * naive iteration along the array. (hashmap with only one bucket) */ function CNaiveListMap() { var list = []; this.insert = function CNaiveListMap_insert(key, val) { if (this.contains(key|0)) return false; list.push([key, val]); return true; }; var __contains_i; this.contains = function CNaiveListMap_contains(key) { for (__contains_i = 0; __contains_i < list.length; ++__contains_i) { if (list[__contains_i][0] === key) return true; } return false; }; var __get_i; this.get = function CNaiveListMap_get(key) { for (__get_i = 0; __get_i < list.length; ++__get_i) { if (list[__get_i][0] === key) return list[__get_i][1]; } return undefined; }; }; /* A tree of map nodes. Uses `KeyView`s to allow descending the tree without garbage. Example: { // Create our map object. var map = new ObjTreeMap(); // Grab the static keyView for the map. var keyView = map.GetStaticKeyView(); // Let's make a map for: // root: // 1: // 2: // 5: "Three, sir!" // 3: "Three!" // Note how we can chain together `Reset` and `Next` to // easily descend based on multiple key fragments. keyView.Reset().Next(1).Next(2).Next(5).Set("Three, sir!"); keyView.Reset().Next(1).Next(2).Next(3).Set("Three!"); } */ function CMapTree() { function CNLNode() { var map = new CNaiveListMap(); this.child = function CNLNode_child(keyFrag) { if (!map.contains(keyFrag|0)) { map.insert(keyFrag|0, new CNLNode()); } return map.get(keyFrag|0); }; this.value = undefined; this.get = function CNLNode_get() { return this.value; }; this.set = function CNLNode_set(val) { this.value = val; }; } function CKeyView(root) { var cur; this.reset = function CKeyView_reset() { cur = root; return this; }; this.reset(); this.next = function CKeyView_next(keyFrag) { cur = cur.child(keyFrag); return this; }; this.get = function CKeyView_get() { return cur.get(); }; this.set = function CKeyView_set(val) { cur.set(val); }; }; var root; var staticKeyView; this.createKeyView = function CNLNode_createKeyView() { return new CKeyView(root); } this.clear = function CNLNode_clear() { root = new CNLNode(); staticKeyView = this.createKeyView(); }; this.clear(); this.getStaticKeyView = function CNLNode_getStaticKeyView() { staticKeyView.reset(); return staticKeyView; }; }; // Exports: return { create: function() { return new CMapTree(); }, }; }, TexEnvJIT: null, spawnTexEnvJIT: function() { // GL defs: var GL_TEXTURE0 = 0x84C0; var GL_TEXTURE_1D = 0x0DE0; var GL_TEXTURE_2D = 0x0DE1; var GL_TEXTURE_3D = 0x806f; var GL_TEXTURE_CUBE_MAP = 0x8513; var GL_TEXTURE_ENV = 0x2300; var GL_TEXTURE_ENV_MODE = 0x2200; var GL_TEXTURE_ENV_COLOR = 0x2201; var GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; var GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; var GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; var GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; var GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; var GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A; var GL_SRC0_RGB = 0x8580; var GL_SRC1_RGB = 0x8581; var GL_SRC2_RGB = 0x8582; var GL_SRC0_ALPHA = 0x8588; var GL_SRC1_ALPHA = 0x8589; var GL_SRC2_ALPHA = 0x858A; var GL_OPERAND0_RGB = 0x8590; var GL_OPERAND1_RGB = 0x8591; var GL_OPERAND2_RGB = 0x8592; var GL_OPERAND0_ALPHA = 0x8598; var GL_OPERAND1_ALPHA = 0x8599; var GL_OPERAND2_ALPHA = 0x859A; var GL_COMBINE_RGB = 0x8571; var GL_COMBINE_ALPHA = 0x8572; var GL_RGB_SCALE = 0x8573; var GL_ALPHA_SCALE = 0x0D1C; // env.mode var GL_ADD = 0x0104; var GL_BLEND = 0x0BE2; var GL_REPLACE = 0x1E01; var GL_MODULATE = 0x2100; var GL_DECAL = 0x2101; var GL_COMBINE = 0x8570; // env.color/alphaCombiner //var GL_ADD = 0x0104; //var GL_REPLACE = 0x1E01; //var GL_MODULATE = 0x2100; var GL_SUBTRACT = 0x84E7; var GL_INTERPOLATE = 0x8575; // env.color/alphaSrc var GL_TEXTURE = 0x1702; var GL_CONSTANT = 0x8576; var GL_PRIMARY_COLOR = 0x8577; var GL_PREVIOUS = 0x8578; // env.color/alphaOp var GL_SRC_COLOR = 0x0300; var GL_ONE_MINUS_SRC_COLOR = 0x0301; var GL_SRC_ALPHA = 0x0302; var GL_ONE_MINUS_SRC_ALPHA = 0x0303; var GL_RGB = 0x1907; var GL_RGBA = 0x1908; // Our defs: var TEXENVJIT_NAMESPACE_PREFIX = "tej_"; // Not actually constant, as they can be changed between JIT passes: var TEX_UNIT_UNIFORM_PREFIX = "uTexUnit"; var TEX_COORD_VARYING_PREFIX = "vTexCoord"; var PRIM_COLOR_VARYING = "vPrimColor"; var TEX_MATRIX_UNIFORM_PREFIX = "uTexMatrix"; // Static vars: var s_texUnits = null; //[]; var s_activeTexture = 0; var s_requiredTexUnitsForPass = []; // Static funcs: function abort(info) { assert(false, "[TexEnvJIT] ABORT: " + info); } function abort_noSupport(info) { abort("No support: " + info); } function abort_sanity(info) { abort("Sanity failure: " + info); } function genTexUnitSampleExpr(texUnitID) { var texUnit = s_texUnits[texUnitID]; var texType = texUnit.getTexType(); var func = null; switch (texType) { case GL_TEXTURE_1D: func = "texture2D"; break; case GL_TEXTURE_2D: func = "texture2D"; break; case GL_TEXTURE_3D: return abort_noSupport("No support for 3D textures."); case GL_TEXTURE_CUBE_MAP: func = "textureCube"; break; default: return abort_sanity("Unknown texType: 0x" + texType.toString(16)); } var texCoordExpr = TEX_COORD_VARYING_PREFIX + texUnitID; if (TEX_MATRIX_UNIFORM_PREFIX != null) { texCoordExpr = "(" + TEX_MATRIX_UNIFORM_PREFIX + texUnitID + " * " + texCoordExpr + ")"; } return func + "(" + TEX_UNIT_UNIFORM_PREFIX + texUnitID + ", " + texCoordExpr + ".xy)"; } function getTypeFromCombineOp(op) { switch (op) { case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: return "vec3"; case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: return "float"; } return Abort_NoSupport("Unsupported combiner op: 0x" + op.toString(16)); } function getCurTexUnit() { return s_texUnits[s_activeTexture]; } function genCombinerSourceExpr(texUnitID, constantExpr, previousVar, src, op) { var srcExpr = null; switch (src) { case GL_TEXTURE: srcExpr = genTexUnitSampleExpr(texUnitID); break; case GL_CONSTANT: srcExpr = constantExpr; break; case GL_PRIMARY_COLOR: srcExpr = PRIM_COLOR_VARYING; break; case GL_PREVIOUS: srcExpr = previousVar; break; default: return abort_noSupport("Unsupported combiner src: 0x" + src.toString(16)); } var expr = null; switch (op) { case GL_SRC_COLOR: expr = srcExpr + ".rgb"; break; case GL_ONE_MINUS_SRC_COLOR: expr = "(vec3(1.0) - " + srcExpr + ".rgb)"; break; case GL_SRC_ALPHA: expr = srcExpr + ".a"; break; case GL_ONE_MINUS_SRC_ALPHA: expr = "(1.0 - " + srcExpr + ".a)"; break; default: return abort_noSupport("Unsupported combiner op: 0x" + op.toString(16)); } return expr; } function valToFloatLiteral(val) { if (val == Math.round(val)) return val + '.0'; return val; } // Classes: function CTexEnv() { this.mode = GL_MODULATE; this.colorCombiner = GL_MODULATE; this.alphaCombiner = GL_MODULATE; this.colorScale = 1; this.alphaScale = 1; this.envColor = [0, 0, 0, 0]; this.colorSrc = [ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT ]; this.alphaSrc = [ GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT ]; this.colorOp = [ GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA ]; this.alphaOp = [ GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA ]; // Map GLenums to small values to efficiently pack the enums to bits for tighter access. this.traverseKey = { // mode 0x1E01 /* GL_REPLACE */: 0, 0x2100 /* GL_MODULATE */: 1, 0x0104 /* GL_ADD */: 2, 0x0BE2 /* GL_BLEND */: 3, 0x2101 /* GL_DECAL */: 4, 0x8570 /* GL_COMBINE */: 5, // additional color and alpha combiners 0x84E7 /* GL_SUBTRACT */: 3, 0x8575 /* GL_INTERPOLATE */: 4, // color and alpha src 0x1702 /* GL_TEXTURE */: 0, 0x8576 /* GL_CONSTANT */: 1, 0x8577 /* GL_PRIMARY_COLOR */: 2, 0x8578 /* GL_PREVIOUS */: 3, // color and alpha op 0x0300 /* GL_SRC_COLOR */: 0, 0x0301 /* GL_ONE_MINUS_SRC_COLOR */: 1, 0x0302 /* GL_SRC_ALPHA */: 2, 0x0300 /* GL_ONE_MINUS_SRC_ALPHA */: 3 }; // The tuple (key0,key1,key2) uniquely identifies the state of the variables in CTexEnv. // -1 on key0 denotes 'the whole cached key is dirty' this.key0 = -1; this.key1 = 0; this.key2 = 0; this.computeKey0 = function() { var k = this.traverseKey; var key = k[this.mode] * 1638400; // 6 distinct values. key += k[this.colorCombiner] * 327680; // 5 distinct values. key += k[this.alphaCombiner] * 65536; // 5 distinct values. // The above three fields have 6*5*5=150 distinct values -> 8 bits. key += (this.colorScale-1) * 16384; // 10 bits used. key += (this.alphaScale-1) * 4096; // 12 bits used. key += k[this.colorSrc[0]] * 1024; // 14 key += k[this.colorSrc[1]] * 256; // 16 key += k[this.colorSrc[2]] * 64; // 18 key += k[this.alphaSrc[0]] * 16; // 20 key += k[this.alphaSrc[1]] * 4; // 22 key += k[this.alphaSrc[2]]; // 24 bits used total. return key; } this.computeKey1 = function() { var k = this.traverseKey; key = k[this.colorOp[0]] * 4096; key += k[this.colorOp[1]] * 1024; key += k[this.colorOp[2]] * 256; key += k[this.alphaOp[0]] * 16; key += k[this.alphaOp[1]] * 4; key += k[this.alphaOp[2]]; return key; } // TODO: remove this. The color should not be part of the key! this.computeKey2 = function() { return this.envColor[0] * 16777216 + this.envColor[1] * 65536 + this.envColor[2] * 256 + 1 + this.envColor[3]; } this.recomputeKey = function() { this.key0 = this.computeKey0(); this.key1 = this.computeKey1(); this.key2 = this.computeKey2(); } this.invalidateKey = function() { this.key0 = -1; // The key of this texture unit must be recomputed when rendering the next time. GLImmediate.currentRenderer = null; // The currently used renderer must be re-evaluated at next render. } this.traverseState = function(keyView) { if (this.key0 == -1) { this.recomputeKey(); } keyView.next(this.key0); keyView.next(this.key1); keyView.next(this.key2); }; } function CTexUnit() { this.env = new CTexEnv(); this.enabled_tex1D = false; this.enabled_tex2D = false; this.enabled_tex3D = false; this.enabled_texCube = false; this.traverseState = function CTexUnit_traverseState(keyView) { var texUnitType = this.getTexType(); keyView.next(texUnitType); if (!texUnitType) return; this.env.traverseState(keyView); }; }; // Class impls: CTexUnit.prototype.enabled = function CTexUnit_enabled() { return this.getTexType() != 0; } CTexUnit.prototype.genPassLines = function CTexUnit_genPassLines(passOutputVar, passInputVar, texUnitID) { if (!this.enabled()) { return ["vec4 " + passOutputVar + " = " + passInputVar + ";"]; } return this.env.genPassLines(passOutputVar, passInputVar, texUnitID); } CTexUnit.prototype.getTexType = function CTexUnit_getTexType() { if (this.enabled_texCube) { return GL_TEXTURE_CUBE_MAP; } else if (this.enabled_tex3D) { return GL_TEXTURE_3D; } else if (this.enabled_tex2D) { return GL_TEXTURE_2D; } else if (this.enabled_tex1D) { return GL_TEXTURE_1D; } return 0; } CTexEnv.prototype.genPassLines = function CTexEnv_genPassLines(passOutputVar, passInputVar, texUnitID) { switch (this.mode) { case GL_REPLACE: { /* RGB: * Cv = Cs * Av = Ap // Note how this is different, and that we'll * need to track the bound texture internalFormat * to get this right. * * RGBA: * Cv = Cs * Av = As */ return [ "vec4 " + passOutputVar + " = " + genTexUnitSampleExpr(texUnitID) + ";", ]; } case GL_ADD: { /* RGBA: * Cv = Cp + Cs * Av = ApAs */ var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_"; var texVar = prefix + "tex"; var colorVar = prefix + "color"; var alphaVar = prefix + "alpha"; return [ "vec4 " + texVar + " = " + genTexUnitSampleExpr(texUnitID) + ";", "vec3 " + colorVar + " = " + passInputVar + ".rgb + " + texVar + ".rgb;", "float " + alphaVar + " = " + passInputVar + ".a * " + texVar + ".a;", "vec4 " + passOutputVar + " = vec4(" + colorVar + ", " + alphaVar + ");", ]; } case GL_MODULATE: { /* RGBA: * Cv = CpCs * Av = ApAs */ var line = [ "vec4 " + passOutputVar, " = ", passInputVar, " * ", genTexUnitSampleExpr(texUnitID), ";", ]; return [line.join("")]; } case GL_DECAL: { /* RGBA: * Cv = Cp(1 - As) + CsAs * Av = Ap */ var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_"; var texVar = prefix + "tex"; var colorVar = prefix + "color"; var alphaVar = prefix + "alpha"; return [ "vec4 " + texVar + " = " + genTexUnitSampleExpr(texUnitID) + ";", [ "vec3 " + colorVar + " = ", passInputVar + ".rgb * (1.0 - " + texVar + ".a)", " + ", texVar + ".rgb * " + texVar + ".a", ";" ].join(""), "float " + alphaVar + " = " + passInputVar + ".a;", "vec4 " + passOutputVar + " = vec4(" + colorVar + ", " + alphaVar + ");", ]; } case GL_BLEND: { /* RGBA: * Cv = Cp(1 - Cs) + CcCs * Av = As */ var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_"; var texVar = prefix + "tex"; var colorVar = prefix + "color"; var alphaVar = prefix + "alpha"; return [ "vec4 " + texVar + " = " + genTexUnitSampleExpr(texUnitID) + ";", [ "vec3 " + colorVar + " = ", passInputVar + ".rgb * (1.0 - " + texVar + ".rgb)", " + ", PRIM_COLOR_VARYING + ".rgb * " + texVar + ".rgb", ";" ].join(""), "float " + alphaVar + " = " + texVar + ".a;", "vec4 " + passOutputVar + " = vec4(" + colorVar + ", " + alphaVar + ");", ]; } case GL_COMBINE: { var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_"; var colorVar = prefix + "color"; var alphaVar = prefix + "alpha"; var colorLines = this.genCombinerLines(true, colorVar, passInputVar, texUnitID, this.colorCombiner, this.colorSrc, this.colorOp); var alphaLines = this.genCombinerLines(false, alphaVar, passInputVar, texUnitID, this.alphaCombiner, this.alphaSrc, this.alphaOp); var line = [ "vec4 " + passOutputVar, " = ", "vec4(", colorVar + " * " + valToFloatLiteral(this.colorScale), ", ", alphaVar + " * " + valToFloatLiteral(this.alphaScale), ")", ";", ].join(""); return [].concat(colorLines, alphaLines, [line]); } } return Abort_NoSupport("Unsupported TexEnv mode: 0x" + this.mode.toString(16)); } CTexEnv.prototype.genCombinerLines = function CTexEnv_getCombinerLines(isColor, outputVar, passInputVar, texUnitID, combiner, srcArr, opArr) { var argsNeeded = null; switch (combiner) { case GL_REPLACE: argsNeeded = 1; break; case GL_MODULATE: case GL_ADD: case GL_SUBTRACT: argsNeeded = 2; break; case GL_INTERPOLATE: argsNeeded = 3; break; default: return abort_noSupport("Unsupported combiner: 0x" + combiner.toString(16)); } var constantExpr = [ "vec4(", valToFloatLiteral(this.envColor[0]), ", ", valToFloatLiteral(this.envColor[1]), ", ", valToFloatLiteral(this.envColor[2]), ", ", valToFloatLiteral(this.envColor[3]), ")", ].join(""); var src0Expr = (argsNeeded >= 1) ? genCombinerSourceExpr(texUnitID, constantExpr, passInputVar, srcArr[0], opArr[0]) : null; var src1Expr = (argsNeeded >= 2) ? genCombinerSourceExpr(texUnitID, constantExpr, passInputVar, srcArr[1], opArr[1]) : null; var src2Expr = (argsNeeded >= 3) ? genCombinerSourceExpr(texUnitID, constantExpr, passInputVar, srcArr[2], opArr[2]) : null; var outputType = isColor ? "vec3" : "float"; var lines = null; switch (combiner) { case GL_REPLACE: { var line = [ outputType + " " + outputVar, " = ", src0Expr, ";", ]; lines = [line.join("")]; break; } case GL_MODULATE: { var line = [ outputType + " " + outputVar + " = ", src0Expr + " * " + src1Expr, ";", ]; lines = [line.join("")]; break; } case GL_ADD: { var line = [ outputType + " " + outputVar + " = ", src0Expr + " + " + src1Expr, ";", ]; lines = [line.join("")]; break; } case GL_SUBTRACT: { var line = [ outputType + " " + outputVar + " = ", src0Expr + " - " + src1Expr, ";", ]; lines = [line.join("")]; break; } case GL_INTERPOLATE: { var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_"; var arg2Var = prefix + "colorSrc2"; var arg2Line = getTypeFromCombineOp(this.colorOp[2]) + " " + arg2Var + " = " + src2Expr + ";"; var line = [ outputType + " " + outputVar, " = ", src0Expr + " * " + arg2Var, " + ", src1Expr + " * (1.0 - " + arg2Var + ")", ";", ]; lines = [ arg2Line, line.join(""), ]; break; } default: return abort_sanity("Unmatched TexEnv.colorCombiner?"); } return lines; } return { // Exports: init: function(gl, specifiedMaxTextureImageUnits) { var maxTexUnits = 0; if (specifiedMaxTextureImageUnits) { maxTexUnits = specifiedMaxTextureImageUnits; } else if (gl) { maxTexUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); } #if ASSERTIONS assert(maxTexUnits > 0); #endif s_texUnits = []; for (var i = 0; i < maxTexUnits; i++) { s_texUnits.push(new CTexUnit()); } }, setGLSLVars: function(uTexUnitPrefix, vTexCoordPrefix, vPrimColor, uTexMatrixPrefix) { TEX_UNIT_UNIFORM_PREFIX = uTexUnitPrefix; TEX_COORD_VARYING_PREFIX = vTexCoordPrefix; PRIM_COLOR_VARYING = vPrimColor; TEX_MATRIX_UNIFORM_PREFIX = uTexMatrixPrefix; }, genAllPassLines: function(resultDest, indentSize) { indentSize = indentSize || 0; s_requiredTexUnitsForPass.length = 0; // Clear the list. var lines = []; var lastPassVar = PRIM_COLOR_VARYING; for (var i = 0; i < s_texUnits.length; i++) { if (!s_texUnits[i].enabled()) continue; s_requiredTexUnitsForPass.push(i); var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + i + "_"; var passOutputVar = prefix + "result"; var newLines = s_texUnits[i].genPassLines(passOutputVar, lastPassVar, i); lines = lines.concat(newLines, [""]); lastPassVar = passOutputVar; } lines.push(resultDest + " = " + lastPassVar + ";"); var indent = ""; for (var i = 0; i < indentSize; i++) indent += " "; var output = indent + lines.join("\n" + indent); return output; }, getUsedTexUnitList: function() { return s_requiredTexUnitsForPass; }, traverseState: function(keyView) { for (var i = 0; i < s_texUnits.length; i++) { var texUnit = s_texUnits[i]; var enabled = texUnit.enabled(); keyView.next(enabled); if (enabled) { texUnit.traverseState(keyView); } } }, getTexUnitType: function(texUnitID) { #if ASSERTIONS assert(texUnitID >= 0 && texUnitID < s_texUnits.length); #endif return s_texUnits[texUnitID].getTexType(); }, // Hooks: hook_activeTexture: function(texture) { s_activeTexture = texture - GL_TEXTURE0; }, hook_enable: function(cap) { var cur = getCurTexUnit(); switch (cap) { case GL_TEXTURE_1D: if (!cur.enabled_tex1D) { GLImmediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. cur.enabled_tex1D = true; } break; case GL_TEXTURE_2D: if (!cur.enabled_tex2D) { GLImmediate.currentRenderer = null; cur.enabled_tex2D = true; } break; case GL_TEXTURE_3D: if (!cur.enabled_tex3D) { GLImmediate.currentRenderer = null; cur.enabled_tex3D = true; } break; case GL_TEXTURE_CUBE_MAP: if (!cur.enabled_texCube) { GLImmediate.currentRenderer = null; cur.enabled_texCube = true; } break; } }, hook_disable: function(cap) { var cur = getCurTexUnit(); switch (cap) { case GL_TEXTURE_1D: if (cur.enabled_tex1D) { GLImmediate.currentRenderer = null; // Renderer state changed, and must be recreated or looked up again. cur.enabled_tex1D = false; } break; case GL_TEXTURE_2D: if (cur.enabled_tex2D) { GLImmediate.currentRenderer = null; cur.enabled_tex2D = false; } break; case GL_TEXTURE_3D: if (cur.enabled_tex3D) { GLImmediate.currentRenderer = null; cur.enabled_tex3D = false; } break; case GL_TEXTURE_CUBE_MAP: if (cur.enabled_texCube) { GLImmediate.currentRenderer = null; cur.enabled_texCube = false; } break; } }, hook_texEnvf: function(target, pname, param) { if (target != GL_TEXTURE_ENV) return; var env = getCurTexUnit().env; switch (pname) { case GL_RGB_SCALE: if (env.colorScale != param) { env.invalidateKey(); // We changed FFP emulation renderer state. env.colorScale = param; } break; case GL_ALPHA_SCALE: if (env.alphaScale != param) { env.invalidateKey(); env.alphaScale = param; } break; default: Module.printErr('WARNING: Unhandled `pname` in call to `glTexEnvf`.'); } }, hook_texEnvi: function(target, pname, param) { if (target != GL_TEXTURE_ENV) return; var env = getCurTexUnit().env; switch (pname) { case GL_TEXTURE_ENV_MODE: if (env.mode != param) { env.invalidateKey(); // We changed FFP emulation renderer state. env.mode = param; } break; case GL_COMBINE_RGB: if (env.colorCombiner != param) { env.invalidateKey(); env.colorCombiner = param; } break; case GL_COMBINE_ALPHA: if (env.alphaCombiner != param) { env.invalidateKey(); env.alphaCombiner = param; } break; case GL_SRC0_RGB: if (env.colorSrc[0] != param) { env.invalidateKey(); env.colorSrc[0] = param; } break; case GL_SRC1_RGB: if (env.colorSrc[1] != param) { env.invalidateKey(); env.colorSrc[1] = param; } break; case GL_SRC2_RGB: if (env.colorSrc[2] != param) { env.invalidateKey(); env.colorSrc[2] = param; } break; case GL_SRC0_ALPHA: if (env.alphaSrc[0] != param) { env.invalidateKey(); env.alphaSrc[0] = param; } break; case GL_SRC1_ALPHA: if (env.alphaSrc[1] != param) { env.invalidateKey(); env.alphaSrc[1] = param; } break; case GL_SRC2_ALPHA: if (env.alphaSrc[2] != param) { env.invalidateKey(); env.alphaSrc[2] = param; } break; case GL_OPERAND0_RGB: if (env.colorOp[0] != param) { env.invalidateKey(); env.colorOp[0] = param; } break; case GL_OPERAND1_RGB: if (env.colorOp[1] != param) { env.invalidateKey(); env.colorOp[1] = param; } break; case GL_OPERAND2_RGB: if (env.colorOp[2] != param) { env.invalidateKey(); env.colorOp[2] = param; } break; case GL_OPERAND0_ALPHA: if (env.alphaOp[0] != param) { env.invalidateKey(); env.alphaOp[0] = param; } break; case GL_OPERAND1_ALPHA: if (env.alphaOp[1] != param) { env.invalidateKey(); env.alphaOp[1] = param; } break; case GL_OPERAND2_ALPHA: if (env.alphaOp[2] != param) { env.invalidateKey(); env.alphaOp[2] = param; } break; case GL_RGB_SCALE: if (env.colorScale != param) { env.invalidateKey(); env.colorScale = param; } break; case GL_ALPHA_SCALE: if (env.alphaScale != param) { env.invalidateKey(); env.alphaScale = param; } break; default: Module.printErr('WARNING: Unhandled `pname` in call to `glTexEnvi`.'); } }, hook_texEnvfv: function(target, pname, params) { if (target != GL_TEXTURE_ENV) return; var env = getCurTexUnit().env; switch (pname) { case GL_TEXTURE_ENV_COLOR: { for (var i = 0; i < 4; i++) { var param = {{{ makeGetValue('params', 'i*4', 'float') }}}; if (env.envColor[i] != param) { env.invalidateKey(); // We changed FFP emulation renderer state. env.envColor[i] = param; } } break } default: Module.printErr('WARNING: Unhandled `pname` in call to `glTexEnvfv`.'); } }, }; }, // Vertex and index data vertexData: null, // current vertex data. either tempData (glBegin etc.) or a view into the heap (gl*Pointer). Default view is F32 vertexDataU8: null, // U8 view tempData: null, indexData: null, vertexCounter: 0, mode: -1, rendererCache: null, rendererComponents: [], // small cache for calls inside glBegin/end. counts how many times the element was seen rendererComponentPointer: 0, // next place to start a glBegin/end component lastRenderer: null, // used to avoid cleaning up and re-preparing the same renderer lastArrayBuffer: null, // used in conjunction with lastRenderer lastProgram: null, // "" lastStride: -1, // "" // The following data structures are used for OpenGL Immediate Mode matrix routines. matrix: [], matrixStack: [], currentMatrix: 0, // 0: modelview, 1: projection, 2+i, texture matrix i. tempMatrix: null, matricesModified: false, useTextureMatrix: false, // Clientside attributes VERTEX: 0, NORMAL: 1, COLOR: 2, TEXTURE0: 3, NUM_ATTRIBUTES: -1, // Initialized in GL emulation init(). MAX_TEXTURES: -1, // Initialized in GL emulation init(). totalEnabledClientAttributes: 0, enabledClientAttributes: [0, 0], clientAttributes: [], // raw data, including possible unneeded ones liveClientAttributes: [], // the ones actually alive in the current computation, sorted currentRenderer: null, // Caches the currently active FFP emulation renderer, so that it does not have to be re-looked up unless relevant state changes. modifiedClientAttributes: false, clientActiveTexture: 0, clientColor: null, usedTexUnitList: [], fixedFunctionProgram: null, setClientAttribute: function setClientAttribute(name, size, type, stride, pointer) { var attrib = GLImmediate.clientAttributes[name]; if (!attrib) { for (var i = 0; i <= name; i++) { // keep flat if (!GLImmediate.clientAttributes[i]) { GLImmediate.clientAttributes[i] = { name: name, size: size, type: type, stride: stride, pointer: pointer, offset: 0 }; } } } else { attrib.name = name; attrib.size = size; attrib.type = type; attrib.stride = stride; attrib.pointer = pointer; attrib.offset = 0; } GLImmediate.modifiedClientAttributes = true; }, // Renderers addRendererComponent: function addRendererComponent(name, size, type) { if (!GLImmediate.rendererComponents[name]) { GLImmediate.rendererComponents[name] = 1; #if ASSERTIONS if (GLImmediate.enabledClientAttributes[name]) { console.log("Warning: glTexCoord used after EnableClientState for TEXTURE_COORD_ARRAY for TEXTURE0. Disabling TEXTURE_COORD_ARRAY..."); } #endif GLImmediate.enabledClientAttributes[name] = true; GLImmediate.setClientAttribute(name, size, type, 0, GLImmediate.rendererComponentPointer); GLImmediate.rendererComponentPointer += size * GL.byteSizeByType[type - GL.byteSizeByTypeRoot]; } else { GLImmediate.rendererComponents[name]++; } }, disableBeginEndClientAttributes: function disableBeginEndClientAttributes() { for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { if (GLImmediate.rendererComponents[i]) GLImmediate.enabledClientAttributes[i] = false; } }, getRenderer: function getRenderer() { // If no FFP state has changed that would have forced to re-evaluate which FFP emulation shader to use, // we have the currently used renderer in cache, and can immediately return that. if (GLImmediate.currentRenderer) { return GLImmediate.currentRenderer; } // return a renderer object given the liveClientAttributes // we maintain a cache of renderers, optimized to not generate garbage var attributes = GLImmediate.liveClientAttributes; var cacheMap = GLImmediate.rendererCache; var temp; var keyView = cacheMap.getStaticKeyView().reset(); // By attrib state: var enabledAttributesKey = 0; for (var i = 0; i < attributes.length; i++) { enabledAttributesKey |= 1 << attributes[i].name; } keyView.next(enabledAttributesKey); // By fog state: var fogParam = 0; if (GLEmulation.fogEnabled) { switch (GLEmulation.fogMode) { case 0x0801: // GL_EXP2 fogParam = 1; break; case 0x2601: // GL_LINEAR fogParam = 2; break; default: // default to GL_EXP fogParam = 3; break; } } keyView.next(fogParam); // By cur program: keyView.next(GL.currProgram); if (!GL.currProgram) { GLImmediate.TexEnvJIT.traverseState(keyView); } // If we don't already have it, create it. var renderer = keyView.get(); if (!renderer) { #if GL_DEBUG Module.printErr('generating renderer for ' + JSON.stringify(attributes)); #endif renderer = GLImmediate.createRenderer(); GLImmediate.currentRenderer = renderer; keyView.set(renderer); return renderer; } GLImmediate.currentRenderer = renderer; // Cache the currently used renderer, so later lookups without state changes can get this fast. return renderer; }, createRenderer: function createRenderer(renderer) { var useCurrProgram = !!GL.currProgram; var hasTextures = false; for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { var texAttribName = GLImmediate.TEXTURE0 + i; if (!GLImmediate.enabledClientAttributes[texAttribName]) continue; #if ASSERTIONS if (!useCurrProgram) { if (GLImmediate.TexEnvJIT.getTexUnitType(i) == 0) { Runtime.warnOnce("GL_TEXTURE" + i + " coords are supplied, but that texture unit is disabled in the fixed-function pipeline."); } } #endif hasTextures = true; } var ret = { init: function init() { // For fixed-function shader generation. var uTexUnitPrefix = 'u_texUnit'; var aTexCoordPrefix = 'a_texCoord'; var vTexCoordPrefix = 'v_texCoord'; var vPrimColor = 'v_color'; var uTexMatrixPrefix = GLImmediate.useTextureMatrix ? 'u_textureMatrix' : null; if (useCurrProgram) { if (GL.shaderInfos[GL.programShaders[GL.currProgram][0]].type == GLctx.VERTEX_SHADER) { this.vertexShader = GL.shaders[GL.programShaders[GL.currProgram][0]]; this.fragmentShader = GL.shaders[GL.programShaders[GL.currProgram][1]]; } else { this.vertexShader = GL.shaders[GL.programShaders[GL.currProgram][1]]; this.fragmentShader = GL.shaders[GL.programShaders[GL.currProgram][0]]; } this.program = GL.programs[GL.currProgram]; this.usedTexUnitList = []; } else { // IMPORTANT NOTE: If you parameterize the shader source based on any runtime values // in order to create the least expensive shader possible based on the features being // used, you should also update the code in the beginning of getRenderer to make sure // that you cache the renderer based on the said parameters. if (GLEmulation.fogEnabled) { switch (GLEmulation.fogMode) { case 0x0801: // GL_EXP2 // fog = exp(-(gl_Fog.density * gl_FogFragCoord)^2) var fogFormula = ' float fog = exp(-u_fogDensity * u_fogDensity * ecDistance * ecDistance); \n'; break; case 0x2601: // GL_LINEAR // fog = (gl_Fog.end - gl_FogFragCoord) * gl_fog.scale var fogFormula = ' float fog = (u_fogEnd - ecDistance) * u_fogScale; \n'; break; default: // default to GL_EXP // fog = exp(-gl_Fog.density * gl_FogFragCoord) var fogFormula = ' float fog = exp(-u_fogDensity * ecDistance); \n'; break; } } GLImmediate.TexEnvJIT.setGLSLVars(uTexUnitPrefix, vTexCoordPrefix, vPrimColor, uTexMatrixPrefix); var fsTexEnvPass = GLImmediate.TexEnvJIT.genAllPassLines('gl_FragColor', 2); var texUnitAttribList = ''; var texUnitVaryingList = ''; var texUnitUniformList = ''; var vsTexCoordInits = ''; this.usedTexUnitList = GLImmediate.TexEnvJIT.getUsedTexUnitList(); for (var i = 0; i < this.usedTexUnitList.length; i++) { var texUnit = this.usedTexUnitList[i]; texUnitAttribList += 'attribute vec4 ' + aTexCoordPrefix + texUnit + ';\n'; texUnitVaryingList += 'varying vec4 ' + vTexCoordPrefix + texUnit + ';\n'; texUnitUniformList += 'uniform sampler2D ' + uTexUnitPrefix + texUnit + ';\n'; vsTexCoordInits += ' ' + vTexCoordPrefix + texUnit + ' = ' + aTexCoordPrefix + texUnit + ';\n'; if (GLImmediate.useTextureMatrix) { texUnitUniformList += 'uniform mat4 ' + uTexMatrixPrefix + texUnit + ';\n'; } } var vsFogVaryingInit = null; if (GLEmulation.fogEnabled) { vsFogVaryingInit = ' v_fogFragCoord = abs(ecPosition.z);\n'; } var vsSource = [ 'attribute vec4 a_position;', 'attribute vec4 a_color;', 'varying vec4 v_color;', texUnitAttribList, texUnitVaryingList, (GLEmulation.fogEnabled ? 'varying float v_fogFragCoord;' : null), 'uniform mat4 u_modelView;', 'uniform mat4 u_projection;', 'void main()', '{', ' vec4 ecPosition = u_modelView * a_position;', // eye-coordinate position ' gl_Position = u_projection * ecPosition;', ' v_color = a_color;', vsTexCoordInits, vsFogVaryingInit, '}', '' ].join('\n').replace(/\n\n+/g, '\n'); this.vertexShader = GLctx.createShader(GLctx.VERTEX_SHADER); GLctx.shaderSource(this.vertexShader, vsSource); GLctx.compileShader(this.vertexShader); var fogHeaderIfNeeded = null; if (GLEmulation.fogEnabled) { fogHeaderIfNeeded = [ '', 'varying float v_fogFragCoord; ', 'uniform vec4 u_fogColor; ', 'uniform float u_fogEnd; ', 'uniform float u_fogScale; ', 'uniform float u_fogDensity; ', 'float ffog(in float ecDistance) { ', fogFormula, ' fog = clamp(fog, 0.0, 1.0); ', ' return fog; ', '}', '', ].join("\n"); } var fogPass = null; if (GLEmulation.fogEnabled) { fogPass = 'gl_FragColor = vec4(mix(u_fogColor.rgb, gl_FragColor.rgb, ffog(v_fogFragCoord)), gl_FragColor.a);\n'; } var fsSource = [ 'precision mediump float;', texUnitVaryingList, texUnitUniformList, 'varying vec4 v_color;', fogHeaderIfNeeded, 'void main()', '{', fsTexEnvPass, fogPass, '}', '' ].join("\n").replace(/\n\n+/g, '\n'); this.fragmentShader = GLctx.createShader(GLctx.FRAGMENT_SHADER); GLctx.shaderSource(this.fragmentShader, fsSource); GLctx.compileShader(this.fragmentShader); this.program = GLctx.createProgram(); GLctx.attachShader(this.program, this.vertexShader); GLctx.attachShader(this.program, this.fragmentShader); // As optimization, bind all attributes to prespecified locations, so that the FFP emulation // code can submit attributes to any generated FFP shader without having to examine each shader in turn. // These prespecified locations are only assumed if GL_FFP_ONLY is specified, since user could also create their // own shaders that didn't have attributes in the same locations. GLctx.bindAttribLocation(this.program, GLImmediate.VERTEX, 'a_position'); GLctx.bindAttribLocation(this.program, GLImmediate.COLOR, 'a_color'); GLctx.bindAttribLocation(this.program, GLImmediate.NORMAL, 'a_normal'); for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, 'a_texCoord'+i); GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, aTexCoordPrefix+i); } GLctx.linkProgram(this.program); } // Stores an array that remembers which matrix uniforms are up-to-date in this FFP renderer, so they don't need to be resubmitted // each time we render with this program. this.textureMatrixVersion = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]; this.positionLocation = GLctx.getAttribLocation(this.program, 'a_position'); this.texCoordLocations = []; for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { if (!GLImmediate.enabledClientAttributes[GLImmediate.TEXTURE0 + i]) { this.texCoordLocations[i] = -1; continue; } if (useCurrProgram) { this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, 'a_texCoord' + i); } else { this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, aTexCoordPrefix + i); } } if (!useCurrProgram) { // Temporarily switch to the program so we can set our sampler uniforms early. var prevBoundProg = GLctx.getParameter(GLctx.CURRENT_PROGRAM); GLctx.useProgram(this.program); { for (var i = 0; i < this.usedTexUnitList.length; i++) { var texUnitID = this.usedTexUnitList[i]; var texSamplerLoc = GLctx.getUniformLocation(this.program, uTexUnitPrefix + texUnitID); GLctx.uniform1i(texSamplerLoc, texUnitID); } } GLctx.useProgram(prevBoundProg); } this.textureMatrixLocations = []; for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { this.textureMatrixLocations[i] = GLctx.getUniformLocation(this.program, 'u_textureMatrix' + i); } this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color'); this.normalLocation = GLctx.getAttribLocation(this.program, 'a_normal'); this.modelViewLocation = GLctx.getUniformLocation(this.program, 'u_modelView'); this.projectionLocation = GLctx.getUniformLocation(this.program, 'u_projection'); this.hasTextures = hasTextures; this.hasNormal = GLImmediate.enabledClientAttributes[GLImmediate.NORMAL] && GLImmediate.clientAttributes[GLImmediate.NORMAL].size > 0 && this.normalLocation >= 0; this.hasColor = (this.colorLocation === 0) || this.colorLocation > 0; this.floatType = GLctx.FLOAT; // minor optimization this.fogColorLocation = GLctx.getUniformLocation(this.program, 'u_fogColor'); this.fogEndLocation = GLctx.getUniformLocation(this.program, 'u_fogEnd'); this.fogScaleLocation = GLctx.getUniformLocation(this.program, 'u_fogScale'); this.fogDensityLocation = GLctx.getUniformLocation(this.program, 'u_fogDensity'); this.hasFog = !!(this.fogColorLocation || this.fogEndLocation || this.fogScaleLocation || this.fogDensityLocation); }, prepare: function prepare() { // Calculate the array buffer var arrayBuffer; if (!GL.currArrayBuffer) { var start = GLImmediate.firstVertex*GLImmediate.stride; var end = GLImmediate.lastVertex*GLImmediate.stride; #if ASSERTIONS assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); #endif arrayBuffer = GL.tempVertexBuffers[GL.tempBufferIndexLookup[end]]; // TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing } else { arrayBuffer = GL.currArrayBuffer; } #if GL_UNSAFE_OPTS // If the array buffer is unchanged and the renderer as well, then we can avoid all the work here // XXX We use some heuristics here, and this may not work in all cases. Try disabling GL_UNSAFE_OPTS if you // have odd glitches var lastRenderer = GLImmediate.lastRenderer; var canSkip = this == lastRenderer && arrayBuffer == GLImmediate.lastArrayBuffer && (GL.currProgram || this.program) == GLImmediate.lastProgram && GLImmediate.stride == GLImmediate.lastStride && !GLImmediate.matricesModified; if (!canSkip && lastRenderer) lastRenderer.cleanup(); #endif if (!GL.currArrayBuffer) { // Bind the array buffer and upload data after cleaning up the previous renderer if (arrayBuffer != GLImmediate.lastArrayBuffer) { GLctx.bindBuffer(GLctx.ARRAY_BUFFER, arrayBuffer); GLImmediate.lastArrayBuffer = arrayBuffer; } GLctx.bufferSubData(GLctx.ARRAY_BUFFER, start, GLImmediate.vertexData.subarray(start >> 2, end >> 2)); } #if GL_UNSAFE_OPTS if (canSkip) return; GLImmediate.lastRenderer = this; GLImmediate.lastProgram = GL.currProgram || this.program; GLImmediate.lastStride == GLImmediate.stride; GLImmediate.matricesModified = false; #endif if (!GL.currProgram) { if (GLImmediate.fixedFunctionProgram != this.program) { GLctx.useProgram(this.program); GLImmediate.fixedFunctionProgram = this.program; } } if (this.modelViewLocation && this.modelViewMatrixVersion != GLImmediate.matrixVersion[0/*m*/]) { this.modelViewMatrixVersion = GLImmediate.matrixVersion[0/*m*/]; GLctx.uniformMatrix4fv(this.modelViewLocation, false, GLImmediate.matrix[0/*m*/]); } if (this.projectionLocation && this.projectionMatrixVersion != GLImmediate.matrixVersion[1/*p*/]) { this.projectionMatrixVersion = GLImmediate.matrixVersion[1/*p*/]; GLctx.uniformMatrix4fv(this.projectionLocation, false, GLImmediate.matrix[1/*p*/]); } var clientAttributes = GLImmediate.clientAttributes; var posAttr = clientAttributes[GLImmediate.VERTEX]; #if GL_ASSERTIONS GL.validateVertexAttribPointer(posAttr.size, posAttr.type, GLImmediate.stride, clientAttributes[GLImmediate.VERTEX].offset); #endif #if GL_FFP_ONLY if (!GL.currArrayBuffer) { GLctx.vertexAttribPointer(GLImmediate.VERTEX, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset); GL.enableVertexAttribArray(GLImmediate.VERTEX); if (this.hasNormal) { var normalAttr = clientAttributes[GLImmediate.NORMAL]; GLctx.vertexAttribPointer(GLImmediate.NORMAL, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset); GL.enableVertexAttribArray(GLImmediate.NORMAL); } } #else GLctx.vertexAttribPointer(this.positionLocation, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset); GLctx.enableVertexAttribArray(this.positionLocation); if (this.hasNormal) { var normalAttr = clientAttributes[GLImmediate.NORMAL]; #if GL_ASSERTIONS GL.validateVertexAttribPointer(normalAttr.size, normalAttr.type, GLImmediate.stride, normalAttr.offset); #endif GLctx.vertexAttribPointer(this.normalLocation, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset); GLctx.enableVertexAttribArray(this.normalLocation); } #endif if (this.hasTextures) { for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { #if GL_FFP_ONLY if (!GL.currArrayBuffer) { var attribLoc = GLImmediate.TEXTURE0+i; var texAttr = clientAttributes[attribLoc]; if (texAttr.size) { GLctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset); GL.enableVertexAttribArray(attribLoc); } else { // These two might be dangerous, but let's try them. GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1); GL.disableVertexAttribArray(attribLoc); } } #else var attribLoc = this.texCoordLocations[i]; if (attribLoc === undefined || attribLoc < 0) continue; var texAttr = clientAttributes[GLImmediate.TEXTURE0+i]; if (texAttr.size) { #if GL_ASSERTIONS GL.validateVertexAttribPointer(texAttr.size, texAttr.type, GLImmediate.stride, texAttr.offset); #endif GLctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset); GLctx.enableVertexAttribArray(attribLoc); } else { // These two might be dangerous, but let's try them. GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1); GLctx.disableVertexAttribArray(attribLoc); } #endif var t = 2/*t*/+i; if (this.textureMatrixLocations[i] && this.textureMatrixVersion[t] != GLImmediate.matrixVersion[t]) { // XXX might we need this even without the condition we are currently in? this.textureMatrixVersion[t] = GLImmediate.matrixVersion[t]; GLctx.uniformMatrix4fv(this.textureMatrixLocations[i], false, GLImmediate.matrix[t]); } } } if (GLImmediate.enabledClientAttributes[GLImmediate.COLOR]) { var colorAttr = clientAttributes[GLImmediate.COLOR]; #if GL_ASSERTIONS GL.validateVertexAttribPointer(colorAttr.size, colorAttr.type, GLImmediate.stride, colorAttr.offset); #endif #if GL_FFP_ONLY if (!GL.currArrayBuffer) { GLctx.vertexAttribPointer(GLImmediate.COLOR, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset); GL.enableVertexAttribArray(GLImmediate.COLOR); } #else GLctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset); GLctx.enableVertexAttribArray(this.colorLocation); #endif } else if (this.hasColor) { #if GL_FFP_ONLY GL.disableVertexAttribArray(GLImmediate.COLOR); GLctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor); #else GLctx.disableVertexAttribArray(this.colorLocation); GLctx.vertexAttrib4fv(this.colorLocation, GLImmediate.clientColor); #endif } if (this.hasFog) { if (this.fogColorLocation) GLctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor); if (this.fogEndLocation) GLctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd); if (this.fogScaleLocation) GLctx.uniform1f(this.fogScaleLocation, 1/(GLEmulation.fogEnd - GLEmulation.fogStart)); if (this.fogDensityLocation) GLctx.uniform1f(this.fogDensityLocation, GLEmulation.fogDensity); } }, cleanup: function cleanup() { #if !GL_FFP_ONLY GLctx.disableVertexAttribArray(this.positionLocation); if (this.hasTextures) { for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) { if (GLImmediate.enabledClientAttributes[GLImmediate.TEXTURE0+i] && this.texCoordLocations[i] >= 0) { GLctx.disableVertexAttribArray(this.texCoordLocations[i]); } } } if (this.hasColor) { GLctx.disableVertexAttribArray(this.colorLocation); } if (this.hasNormal) { GLctx.disableVertexAttribArray(this.normalLocation); } if (!GL.currProgram) { GLctx.useProgram(null); } if (!GL.currArrayBuffer) { GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null); GLImmediate.lastArrayBuffer = null; } #if GL_UNSAFE_OPTS GLImmediate.lastRenderer = null; GLImmediate.lastProgram = null; #endif GLImmediate.matricesModified = true; #endif } }; ret.init(); return ret; }, setupFuncs: function() { // Replace some functions with immediate-mode aware versions. If there are no client // attributes enabled, and we use webgl-friendly modes (no GL_QUADS), then no need // for emulation _glDrawArrays = function _glDrawArrays(mode, first, count) { if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6) { GLctx.drawArrays(mode, first, count); return; } GLImmediate.prepareClientAttributes(count, false); GLImmediate.mode = mode; if (!GL.currArrayBuffer) { GLImmediate.vertexData = {{{ makeHEAPView('F32', 'GLImmediate.vertexPointer', 'GLImmediate.vertexPointer + (first+count)*GLImmediate.stride') }}}; // XXX assuming float GLImmediate.firstVertex = first; GLImmediate.lastVertex = first + count; } GLImmediate.flush(null, first); GLImmediate.mode = -1; }; _glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) { GLctx.drawElements(mode, count, type, indices); return; } #if ASSERTIONS if (!GL.currElementArrayBuffer) { assert(type == GLctx.UNSIGNED_SHORT); // We can only emulate buffers of this kind, for now } console.log("DrawElements doesn't actually prepareClientAttributes properly."); #endif GLImmediate.prepareClientAttributes(count, false); GLImmediate.mode = mode; if (!GL.currArrayBuffer) { GLImmediate.firstVertex = end ? start : TOTAL_MEMORY; // if we don't know the start, set an invalid value and we will calculate it later from the indices GLImmediate.lastVertex = end ? end+1 : 0; GLImmediate.vertexData = {{{ makeHEAPView('F32', 'GLImmediate.vertexPointer', '(end ? GLImmediate.vertexPointer + (end+1)*GLImmediate.stride : TOTAL_MEMORY)') }}}; // XXX assuming float } GLImmediate.flush(count, 0, indices); GLImmediate.mode = -1; }; // TexEnv stuff needs to be prepared early, so do it here. // init() is too late for -O2, since it freezes the GL functions // by that point. GLImmediate.MapTreeLib = GLImmediate.spawnMapTreeLib(); GLImmediate.spawnMapTreeLib = null; GLImmediate.TexEnvJIT = GLImmediate.spawnTexEnvJIT(); GLImmediate.spawnTexEnvJIT = null; GLImmediate.setupHooks(); }, setupHooks: function() { if (!GLEmulation.hasRunInit) { GLEmulation.init(); } var glActiveTexture = _glActiveTexture; _glActiveTexture = function _glActiveTexture(texture) { GLImmediate.TexEnvJIT.hook_activeTexture(texture); glActiveTexture(texture); }; var glEnable = _glEnable; _glEnable = function _glEnable(cap) { GLImmediate.TexEnvJIT.hook_enable(cap); glEnable(cap); }; var glDisable = _glDisable; _glDisable = function _glDisable(cap) { GLImmediate.TexEnvJIT.hook_disable(cap); glDisable(cap); }; var glTexEnvf = (typeof(_glTexEnvf) != 'undefined') ? _glTexEnvf : function(){}; _glTexEnvf = function _glTexEnvf(target, pname, param) { GLImmediate.TexEnvJIT.hook_texEnvf(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvf(target, pname, param); }; var glTexEnvi = (typeof(_glTexEnvi) != 'undefined') ? _glTexEnvi : function(){}; _glTexEnvi = function _glTexEnvi(target, pname, param) { GLImmediate.TexEnvJIT.hook_texEnvi(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvi(target, pname, param); }; var glTexEnvfv = (typeof(_glTexEnvfv) != 'undefined') ? _glTexEnvfv : function(){}; _glTexEnvfv = function _glTexEnvfv(target, pname, param) { GLImmediate.TexEnvJIT.hook_texEnvfv(target, pname, param); // Don't call old func, since we are the implementor. //glTexEnvfv(target, pname, param); }; var glGetIntegerv = _glGetIntegerv; _glGetIntegerv = function _glGetIntegerv(pname, params) { switch (pname) { case 0x8B8D: { // GL_CURRENT_PROGRAM // Just query directly so we're working with WebGL objects. var cur = GLctx.getParameter(GLctx.CURRENT_PROGRAM); if (cur == GLImmediate.fixedFunctionProgram) { // Pretend we're not using a program. {{{ makeSetValue('params', '0', '0', 'i32') }}}; return; } break; } } glGetIntegerv(pname, params); }; }, // Main functions initted: false, init: function() { Module.printErr('WARNING: using emscripten GL immediate mode emulation. This is very limited in what it supports'); GLImmediate.initted = true; if (!Module.useWebGL) return; // a 2D canvas may be currently used TODO: make sure we are actually called in that case GLImmediate.TexEnvJIT.init(GLctx); // User can override the maximum number of texture units that we emulate. Using fewer texture units increases runtime performance // slightly, so it is advantageous to choose as small value as needed. GLImmediate.MAX_TEXTURES = Module['GL_MAX_TEXTURE_IMAGE_UNITS'] || GLctx.getParameter(GLctx.MAX_TEXTURE_IMAGE_UNITS); GLImmediate.NUM_ATTRIBUTES = 3 /*pos+normal+color attributes*/ + GLImmediate.MAX_TEXTURES; GLImmediate.clientAttributes = []; GLEmulation.enabledClientAttribIndices = []; for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { GLImmediate.clientAttributes.push({}); GLEmulation.enabledClientAttribIndices.push(false); } // Initialize matrix library // When user sets a matrix, increment a 'version number' on the new data, and when rendering, submit // the matrices to the shader program only if they have an old version of the data. GLImmediate.matrix = []; GLImmediate.matrixStack = []; GLImmediate.matrixVersion = []; for (var i = 0; i < 2 + GLImmediate.MAX_TEXTURES; i++) { // Modelview, Projection, plus one matrix for each texture coordinate. GLImmediate.matrixStack.push([]); GLImmediate.matrixVersion.push(0); GLImmediate.matrix.push(GLImmediate.matrixLib.mat4.create()); GLImmediate.matrixLib.mat4.identity(GLImmediate.matrix[i]); } // Renderer cache GLImmediate.rendererCache = GLImmediate.MapTreeLib.create(); // Buffers for data GLImmediate.tempData = new Float32Array(GL.MAX_TEMP_BUFFER_SIZE >> 2); GLImmediate.indexData = new Uint16Array(GL.MAX_TEMP_BUFFER_SIZE >> 1); GLImmediate.vertexDataU8 = new Uint8Array(GLImmediate.tempData.buffer); GL.generateTempBuffers(true); GLImmediate.clientColor = new Float32Array([1, 1, 1, 1]); }, // Prepares and analyzes client attributes. // Modifies liveClientAttributes, stride, vertexPointer, vertexCounter // count: number of elements we will draw // beginEnd: whether we are drawing the results of a begin/end block prepareClientAttributes: function prepareClientAttributes(count, beginEnd) { // If no client attributes were modified since we were last called, do nothing. Note that this // does not work for glBegin/End, where we generate renderer components dynamically and then // disable them ourselves, but it does help with glDrawElements/Arrays. if (!GLImmediate.modifiedClientAttributes) { GLImmediate.vertexCounter = (GLImmediate.stride * count) / 4; // XXX assuming float return; } GLImmediate.modifiedClientAttributes = false; var stride = 0, start; var attributes = GLImmediate.liveClientAttributes; attributes.length = 0; for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { if (GLImmediate.enabledClientAttributes[i]) attributes.push(GLImmediate.clientAttributes[i]); } attributes.sort(function(x, y) { return !x ? (!y ? 0 : 1) : (!y ? -1 : (x.pointer - y.pointer)) }); start = GL.currArrayBuffer ? 0 : attributes[0].pointer; var multiStrides = false; for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; if (stride != 0 && stride != attribute.stride) multiStrides = true; if (attribute.stride) stride = attribute.stride; } if (multiStrides) stride = 0; // we will need to restride var bytes = 0; // total size in bytes if (!stride && !beginEnd) { // beginEnd can not have stride in the attributes, that is fine. otherwise, // no stride means that all attributes are in fact packed. to keep the rest of // our emulation code simple, we perform unpacking/restriding here. this adds overhead, so // it is a good idea to not hit this! #if ASSERTIONS Runtime.warnOnce('Unpacking/restriding attributes, this is slow and dangerous'); #endif if (!GLImmediate.restrideBuffer) GLImmediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE); start = GLImmediate.restrideBuffer; #if ASSERTIONS assert(start % 4 == 0); #endif // calculate restrided offsets and total size for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; var size = attribute.size * GL.byteSizeByType[attribute.type - GL.byteSizeByTypeRoot]; if (size % 4 != 0) size += 4 - (size % 4); // align everything attribute.offset = bytes; bytes += size; } #if ASSERTIONS assert(count*bytes <= GL.MAX_TEMP_BUFFER_SIZE); #endif // copy out the data (we need to know the stride for that, and define attribute.pointer for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; var size4 = Math.floor((attribute.size * GL.byteSizeByType[attribute.type - GL.byteSizeByTypeRoot])/4); for (var j = 0; j < count; j++) { for (var k = 0; k < size4; k++) { // copy in chunks of 4 bytes, our alignment makes this possible HEAP32[((start + attribute.offset + bytes*j)>>2) + k] = HEAP32[(attribute.pointer>>2) + j*size4 + k]; } } attribute.pointer = start + attribute.offset; } } else { // normal situation, everything is strided and in the same buffer for (var i = 0; i < attributes.length; i++) { var attribute = attributes[i]; if (!attribute) break; attribute.offset = attribute.pointer - start; if (attribute.offset > bytes) { // ensure we start where we should #if ASSERTIONS assert((attribute.offset - bytes)%4 == 0); // XXX assuming 4-alignment #endif bytes += attribute.offset - bytes; } bytes += attribute.size * GL.byteSizeByType[attribute.type - GL.byteSizeByTypeRoot]; if (bytes % 4 != 0) bytes += 4 - (bytes % 4); // XXX assuming 4-alignment } #if ASSERTIONS assert(beginEnd || bytes <= stride); // if not begin-end, explicit stride should make sense with total byte size #endif if (bytes < stride) { // ensure the size is that of the stride bytes = stride; } } GLImmediate.stride = bytes; if (!beginEnd) { bytes *= count; if (!GL.currArrayBuffer) { GLImmediate.vertexPointer = start; } GLImmediate.vertexCounter = bytes / 4; // XXX assuming float } }, flush: function flush(numProvidedIndexes, startIndex, ptr) { #if ASSERTIONS assert(numProvidedIndexes >= 0 || !numProvidedIndexes); #endif startIndex = startIndex || 0; ptr = ptr || 0; var renderer = GLImmediate.getRenderer(); // Generate index data in a format suitable for GLES 2.0/WebGL var numVertexes = 4 * GLImmediate.vertexCounter / GLImmediate.stride; #if ASSERTIONS assert(numVertexes % 1 == 0, "`numVertexes` must be an integer."); #endif var emulatedElementArrayBuffer = false; var numIndexes = 0; if (numProvidedIndexes) { numIndexes = numProvidedIndexes; if (!GL.currArrayBuffer && GLImmediate.firstVertex > GLImmediate.lastVertex) { // Figure out the first and last vertex from the index data #if ASSERTIONS assert(!GL.currElementArrayBuffer); // If we are going to upload array buffer data, we need to find which range to // upload based on the indices. If they are in a buffer on the GPU, that is very // inconvenient! So if you do not have an array buffer, you should also not have // an element array buffer. But best is to use both buffers! #endif for (var i = 0; i < numProvidedIndexes; i++) { var currIndex = {{{ makeGetValue('ptr', 'i*2', 'i16', null, 1) }}}; GLImmediate.firstVertex = Math.min(GLImmediate.firstVertex, currIndex); GLImmediate.lastVertex = Math.max(GLImmediate.lastVertex, currIndex+1); } } if (!GL.currElementArrayBuffer) { // If no element array buffer is bound, then indices is a literal pointer to clientside data #if ASSERTIONS assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)'); #endif var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]]; GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, indexBuffer); GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}}); ptr = 0; emulatedElementArrayBuffer = true; } } else if (GLImmediate.mode > 6) { // above GL_TRIANGLE_FAN are the non-GL ES modes if (GLImmediate.mode != 7) throw 'unsupported immediate mode ' + GLImmediate.mode; // GL_QUADS // GLImmediate.firstVertex is the first vertex we want. Quad indexes are in the pattern // 0 1 2, 0 2 3, 4 5 6, 4 6 7, so we need to look at index firstVertex * 1.5 to see it. // Then since indexes are 2 bytes each, that means 3 #if ASSERTIONS assert(GLImmediate.firstVertex % 4 == 0); #endif ptr = GLImmediate.firstVertex*3; var numQuads = numVertexes / 4; numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern #if ASSERTIONS assert(ptr + (numIndexes << 1) <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)'); #endif GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer); emulatedElementArrayBuffer = true; } renderer.prepare(); if (numIndexes) { GLctx.drawElements(GLctx.TRIANGLES, numIndexes, GLctx.UNSIGNED_SHORT, ptr); } else { GLctx.drawArrays(GLImmediate.mode, startIndex, numVertexes); } if (emulatedElementArrayBuffer) { GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null); } #if GL_UNSAFE_OPTS == 0 #if !GL_FFP_ONLY renderer.cleanup(); #endif #endif } }, $GLImmediateSetup: {}, $GLImmediateSetup__deps: ['$GLImmediate', function() { return 'GLImmediate.matrixLib = ' + read('gl-matrix.js') + ';\n' }], $GLImmediateSetup: {}, glBegin__deps: ['$GLImmediateSetup'], glBegin: function(mode) { // Push the old state: GLImmediate.enabledClientAttributes_preBegin = GLImmediate.enabledClientAttributes; GLImmediate.enabledClientAttributes = []; GLImmediate.clientAttributes_preBegin = GLImmediate.clientAttributes; GLImmediate.clientAttributes = [] for (var i = 0; i < GLImmediate.clientAttributes_preBegin.length; i++) { GLImmediate.clientAttributes.push({}); } GLImmediate.mode = mode; GLImmediate.vertexCounter = 0; var components = GLImmediate.rendererComponents = []; for (var i = 0; i < GLImmediate.NUM_ATTRIBUTES; i++) { components[i] = 0; } GLImmediate.rendererComponentPointer = 0; GLImmediate.vertexData = GLImmediate.tempData; }, glEnd: function() { GLImmediate.prepareClientAttributes(GLImmediate.rendererComponents[GLImmediate.VERTEX], true); GLImmediate.firstVertex = 0; GLImmediate.lastVertex = GLImmediate.vertexCounter / (GLImmediate.stride >> 2); GLImmediate.flush(); GLImmediate.disableBeginEndClientAttributes(); GLImmediate.mode = -1; // Pop the old state: GLImmediate.enabledClientAttributes = GLImmediate.enabledClientAttributes_preBegin; GLImmediate.clientAttributes = GLImmediate.clientAttributes_preBegin; GLImmediate.currentRenderer = null; // The set of active client attributes changed, we must re-lookup the renderer to use. GLImmediate.modifiedClientAttributes = true; }, glVertex3f: function(x, y, z) { #if ASSERTIONS assert(GLImmediate.mode >= 0); // must be in begin/end #endif GLImmediate.vertexData[GLImmediate.vertexCounter++] = x; GLImmediate.vertexData[GLImmediate.vertexCounter++] = y; GLImmediate.vertexData[GLImmediate.vertexCounter++] = z || 0; #if ASSERTIONS assert(GLImmediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE); #endif GLImmediate.addRendererComponent(GLImmediate.VERTEX, 3, GLctx.FLOAT); }, glVertex2f: 'glVertex3f', glVertex3fv__deps: ['glVertex3f'], glVertex3fv: function(p) { _glVertex3f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}}); }, glVertex2fv__deps: ['glVertex3f'], glVertex2fv: function(p) { _glVertex3f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, 0); }, glVertex3i: 'glVertex3f', glVertex2i: 'glVertex3f', glTexCoord2i: function(u, v) { #if ASSERTIONS assert(GLImmediate.mode >= 0); // must be in begin/end #endif GLImmediate.vertexData[GLImmediate.vertexCounter++] = u; GLImmediate.vertexData[GLImmediate.vertexCounter++] = v; GLImmediate.addRendererComponent(GLImmediate.TEXTURE0, 2, GLctx.FLOAT); }, glTexCoord2f: 'glTexCoord2i', glTexCoord2fv__deps: ['glTexCoord2i'], glTexCoord2fv: function(v) { _glTexCoord2i({{{ makeGetValue('v', '0', 'float') }}}, {{{ makeGetValue('v', '4', 'float') }}}); }, glTexCoord4f: function() { throw 'glTexCoord4f: TODO' }, glColor4f: function(r, g, b, a) { r = Math.max(Math.min(r, 1), 0); g = Math.max(Math.min(g, 1), 0); b = Math.max(Math.min(b, 1), 0); a = Math.max(Math.min(a, 1), 0); // TODO: make ub the default, not f, save a few mathops if (GLImmediate.mode >= 0) { var start = GLImmediate.vertexCounter << 2; GLImmediate.vertexDataU8[start + 0] = r * 255; GLImmediate.vertexDataU8[start + 1] = g * 255; GLImmediate.vertexDataU8[start + 2] = b * 255; GLImmediate.vertexDataU8[start + 3] = a * 255; GLImmediate.vertexCounter++; GLImmediate.addRendererComponent(GLImmediate.COLOR, 4, GLctx.UNSIGNED_BYTE); } else { GLImmediate.clientColor[0] = r; GLImmediate.clientColor[1] = g; GLImmediate.clientColor[2] = b; GLImmediate.clientColor[3] = a; } }, glColor4d: 'glColor4f', glColor4ub__deps: ['glColor4f'], glColor4ub: function(r, g, b, a) { _glColor4f((r&255)/255, (g&255)/255, (b&255)/255, (a&255)/255); }, glColor4us__deps: ['glColor4f'], glColor4us: function(r, g, b, a) { _glColor4f((r&65535)/65535, (g&65535)/65535, (b&65535)/65535, (a&65535)/65535); }, glColor4ui__deps: ['glColor4f'], glColor4ui: function(r, g, b, a) { _glColor4f((r>>>0)/4294967295, (g>>>0)/4294967295, (b>>>0)/4294967295, (a>>>0)/4294967295); }, glColor3f__deps: ['glColor4f'], glColor3f: function(r, g, b) { _glColor4f(r, g, b, 1); }, glColor3d: 'glColor3f', glColor3ub__deps: ['glColor4ub'], glColor3ub: function(r, g, b) { _glColor4ub(r, g, b, 255); }, glColor3us__deps: ['glColor4us'], glColor3us: function(r, g, b) { _glColor4us(r, g, b, 65535); }, glColor3ui__deps: ['glColor4ui'], glColor3ui: function(r, g, b) { _glColor4ui(r, g, b, 4294967295); }, glColor3ubv__deps: ['glColor3ub'], glColor3ubv: function(p) { _glColor3ub({{{ makeGetValue('p', '0', 'i8') }}}, {{{ makeGetValue('p', '1', 'i8') }}}, {{{ makeGetValue('p', '2', 'i8') }}}); }, glColor3usv__deps: ['glColor3us'], glColor3usv: function(p) { _glColor3us({{{ makeGetValue('p', '0', 'i16') }}}, {{{ makeGetValue('p', '2', 'i16') }}}, {{{ makeGetValue('p', '4', 'i16') }}}); }, glColor3uiv__deps: ['glColor3ui'], glColor3uiv: function(p) { _glColor3ui({{{ makeGetValue('p', '0', 'i32') }}}, {{{ makeGetValue('p', '4', 'i32') }}}, {{{ makeGetValue('p', '8', 'i32') }}}); }, glColor3fv__deps: ['glColor3f'], glColor3fv: function(p) { _glColor3f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}}); }, glColor4fv__deps: ['glColor4f'], glColor4fv: function(p) { _glColor4f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}}, {{{ makeGetValue('p', '12', 'float') }}}); }, glColor4ubv__deps: ['glColor4ub'], glColor4ubv: function(p) { _glColor4ub({{{ makeGetValue('p', '0', 'i8') }}}, {{{ makeGetValue('p', '1', 'i8') }}}, {{{ makeGetValue('p', '2', 'i8') }}}, {{{ makeGetValue('p', '3', 'i8') }}}); }, glFogf: function(pname, param) { // partial support, TODO switch(pname) { case 0x0B63: // GL_FOG_START GLEmulation.fogStart = param; break; case 0x0B64: // GL_FOG_END GLEmulation.fogEnd = param; break; case 0x0B62: // GL_FOG_DENSITY GLEmulation.fogDensity = param; break; case 0x0B65: // GL_FOG_MODE switch (param) { case 0x0801: // GL_EXP2 case 0x2601: // GL_LINEAR if (GLEmulation.fogMode != param) { GLImmediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use. GLEmulation.fogMode = param; } break; default: // default to GL_EXP if (GLEmulation.fogMode != 0x0800 /* GL_EXP */) { GLImmediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use. GLEmulation.fogMode = 0x0800 /* GL_EXP */; } break; } break; } }, glFogi__deps: ['glFogf'], glFogi: function(pname, param) { return _glFogf(pname, param); }, glFogfv__deps: ['glFogf'], glFogfv: function(pname, param) { // partial support, TODO switch(pname) { case 0x0B66: // GL_FOG_COLOR GLEmulation.fogColor[0] = {{{ makeGetValue('param', '0', 'float') }}}; GLEmulation.fogColor[1] = {{{ makeGetValue('param', '4', 'float') }}}; GLEmulation.fogColor[2] = {{{ makeGetValue('param', '8', 'float') }}}; GLEmulation.fogColor[3] = {{{ makeGetValue('param', '12', 'float') }}}; break; case 0x0B63: // GL_FOG_START case 0x0B64: // GL_FOG_END _glFogf(pname, {{{ makeGetValue('param', '0', 'float') }}}); break; } }, glFogiv__deps: ['glFogf'], glFogiv: function(pname, param) { switch(pname) { case 0x0B66: // GL_FOG_COLOR GLEmulation.fogColor[0] = ({{{ makeGetValue('param', '0', 'i32') }}}/2147483647)/2.0+0.5; GLEmulation.fogColor[1] = ({{{ makeGetValue('param', '4', 'i32') }}}/2147483647)/2.0+0.5; GLEmulation.fogColor[2] = ({{{ makeGetValue('param', '8', 'i32') }}}/2147483647)/2.0+0.5; GLEmulation.fogColor[3] = ({{{ makeGetValue('param', '12', 'i32') }}}/2147483647)/2.0+0.5; break; default: _glFogf(pname, {{{ makeGetValue('param', '0', 'i32') }}}); break; } }, glFogx: 'glFogi', glFogxv: 'glFogiv', glPolygonMode: function(){}, // TODO glAlphaFunc: function(){}, // TODO glNormal3f: function(){}, // TODO // Additional non-GLES rendering calls glDrawRangeElements__sig: 'viiiiii', glDrawRangeElements: function(mode, start, end, count, type, indices) { _glDrawElements(mode, count, type, indices, start, end); }, // ClientState/gl*Pointer glEnableClientState: function(cap) { var attrib = GLEmulation.getAttributeFromCapability(cap); if (attrib === null) { #if ASSERTIONS Module.printErr('WARNING: unhandled clientstate: ' + cap); #endif return; } if (!GLImmediate.enabledClientAttributes[attrib]) { GLImmediate.enabledClientAttributes[attrib] = true; GLImmediate.totalEnabledClientAttributes++; GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed. if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1; GLImmediate.modifiedClientAttributes = true; } }, glDisableClientState: function(cap) { var attrib = GLEmulation.getAttributeFromCapability(cap); if (attrib === null) { #if ASSERTIONS Module.printErr('WARNING: unhandled clientstate: ' + cap); #endif return; } if (GLImmediate.enabledClientAttributes[attrib]) { GLImmediate.enabledClientAttributes[attrib] = false; GLImmediate.totalEnabledClientAttributes--; GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed. if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledClientStates[cap]; GLImmediate.modifiedClientAttributes = true; } }, glVertexPointer__deps: ['$GLEmulation'], // if any pointers are used, glVertexPointer must be, and if it is, then we need emulation glVertexPointer: function(size, type, stride, pointer) { GLImmediate.setClientAttribute(GLImmediate.VERTEX, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { GLctx.vertexAttribPointer(GLImmediate.VERTEX, size, type, false, stride, pointer); GL.enableVertexAttribArray(GLImmediate.VERTEX); } #endif }, glTexCoordPointer: function(size, type, stride, pointer) { GLImmediate.setClientAttribute(GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { var loc = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture; GLctx.vertexAttribPointer(loc, size, type, false, stride, pointer); GL.enableVertexAttribArray(loc); } #endif }, glNormalPointer: function(type, stride, pointer) { GLImmediate.setClientAttribute(GLImmediate.NORMAL, 3, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { GLctx.vertexAttribPointer(GLImmediate.NORMAL, size, type, true, stride, pointer); GL.enableVertexAttribArray(GLImmediate.NORMAL); } #endif }, glColorPointer: function(size, type, stride, pointer) { GLImmediate.setClientAttribute(GLImmediate.COLOR, size, type, stride, pointer); #if GL_FFP_ONLY if (GL.currArrayBuffer) { GLctx.vertexAttribPointer(GLImmediate.COLOR, size, type, true, stride, pointer); GL.enableVertexAttribArray(GLImmediate.COLOR); } #endif }, glClientActiveTexture__sig: 'vi', glClientActiveTexture: function(texture) { GLImmediate.clientActiveTexture = texture - 0x84C0; // GL_TEXTURE0 }, // Vertex array object (VAO) support. TODO: when the WebGL extension is popular, use that and remove this code and GL.vaos glGenVertexArrays__deps: ['$GLEmulation'], glGenVertexArrays__sig: 'vii', glGenVertexArrays: function(n, vaos) { for (var i = 0; i < n; i++) { var id = GL.getNewId(GLEmulation.vaos); GLEmulation.vaos[id] = { id: id, arrayBuffer: 0, elementArrayBuffer: 0, enabledVertexAttribArrays: {}, vertexAttribPointers: {}, enabledClientStates: {}, }; {{{ makeSetValue('vaos', 'i*4', 'id', 'i32') }}}; } }, glDeleteVertexArrays__sig: 'vii', glDeleteVertexArrays: function(n, vaos) { for (var i = 0; i < n; i++) { var id = {{{ makeGetValue('vaos', 'i*4', 'i32') }}}; GLEmulation.vaos[id] = null; if (GLEmulation.currentVao && GLEmulation.currentVao.id == id) GLEmulation.currentVao = null; } }, glBindVertexArray__sig: 'vi', glBindVertexArray: function(vao) { // undo vao-related things, wipe the slate clean, both for vao of 0 or an actual vao GLEmulation.currentVao = null; // make sure the commands we run here are not recorded if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup(); _glBindBuffer(GLctx.ARRAY_BUFFER, 0); // XXX if one was there before we were bound? _glBindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, 0); for (var vaa in GLEmulation.enabledVertexAttribArrays) { GLctx.disableVertexAttribArray(vaa); } GLEmulation.enabledVertexAttribArrays = {}; GLImmediate.enabledClientAttributes = [0, 0]; GLImmediate.totalEnabledClientAttributes = 0; GLImmediate.modifiedClientAttributes = true; if (vao) { // replay vao var info = GLEmulation.vaos[vao]; _glBindBuffer(GLctx.ARRAY_BUFFER, info.arrayBuffer); // XXX overwrite current binding? _glBindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, info.elementArrayBuffer); for (var vaa in info.enabledVertexAttribArrays) { _glEnableVertexAttribArray(vaa); } for (var vaa in info.vertexAttribPointers) { _glVertexAttribPointer.apply(null, info.vertexAttribPointers[vaa]); } for (var attrib in info.enabledClientStates) { _glEnableClientState(attrib|0); } GLEmulation.currentVao = info; // set currentVao last, so the commands we ran here were not recorded } }, // OpenGL Immediate Mode matrix routines. // Note that in the future we might make these available only in certain modes. glMatrixMode__deps: ['$GL', '$GLImmediateSetup', '$GLEmulation'], // emulation is not strictly needed, this is a workaround glMatrixMode: function(mode) { if (mode == 0x1700 /* GL_MODELVIEW */) { GLImmediate.currentMatrix = 0/*m*/; } else if (mode == 0x1701 /* GL_PROJECTION */) { GLImmediate.currentMatrix = 1/*p*/; } else if (mode == 0x1702) { // GL_TEXTURE GLImmediate.useTextureMatrix = true; GLImmediate.currentMatrix = 2/*t*/ + GLImmediate.clientActiveTexture; } else { throw "Wrong mode " + mode + " passed to glMatrixMode"; } }, glPushMatrix: function() { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixStack[GLImmediate.currentMatrix].push( Array.prototype.slice.call(GLImmediate.matrix[GLImmediate.currentMatrix])); }, glPopMatrix: function() { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrix[GLImmediate.currentMatrix] = GLImmediate.matrixStack[GLImmediate.currentMatrix].pop(); }, glLoadIdentity__deps: ['$GL', '$GLImmediateSetup'], glLoadIdentity: function() { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.identity(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadMatrixd: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadMatrixf: function(matrix) { #if GL_DEBUG if (GL.debug) Module.printErr('glLoadMatrixf receiving: ' + Array.prototype.slice.call(HEAPF32.subarray(matrix >> 2, (matrix >> 2) + 16))); #endif GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadTransposeMatrixd: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); GLImmediate.matrixLib.mat4.transpose(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glLoadTransposeMatrixf: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, GLImmediate.matrix[GLImmediate.currentMatrix]); GLImmediate.matrixLib.mat4.transpose(GLImmediate.matrix[GLImmediate.currentMatrix]); }, glMultMatrixd: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], {{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}); }, glMultMatrixf: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], {{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}); }, glMultTransposeMatrixd: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; var colMajor = GLImmediate.matrixLib.mat4.create(); GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F64', 'matrix', 'matrix+' + (16*8)) }}}, colMajor); GLImmediate.matrixLib.mat4.transpose(colMajor); GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], colMajor); }, glMultTransposeMatrixf: function(matrix) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; var colMajor = GLImmediate.matrixLib.mat4.create(); GLImmediate.matrixLib.mat4.set({{{ makeHEAPView('F32', 'matrix', 'matrix+' + (16*4)) }}}, colMajor); GLImmediate.matrixLib.mat4.transpose(colMajor); GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], colMajor); }, glFrustum: function(left, right, bottom, top_, nearVal, farVal) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], GLImmediate.matrixLib.mat4.frustum(left, right, bottom, top_, nearVal, farVal)); }, glFrustumf: 'glFrustum', glOrtho: function(left, right, bottom, top_, nearVal, farVal) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.multiply(GLImmediate.matrix[GLImmediate.currentMatrix], GLImmediate.matrixLib.mat4.ortho(left, right, bottom, top_, nearVal, farVal)); }, glOrthof: 'glOrtho', glScaled: function(x, y, z) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.scale(GLImmediate.matrix[GLImmediate.currentMatrix], [x, y, z]); }, glScalef: 'glScaled', glTranslated: function(x, y, z) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.translate(GLImmediate.matrix[GLImmediate.currentMatrix], [x, y, z]); }, glTranslatef: 'glTranslated', glRotated: function(angle, x, y, z) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.rotate(GLImmediate.matrix[GLImmediate.currentMatrix], angle*Math.PI/180, [x, y, z]); }, glRotatef: 'glRotated', glDrawBuffer: function() { throw 'glDrawBuffer: TODO' }, glReadBuffer: function() { throw 'glReadBuffer: TODO' }, glLightfv: function() { throw 'glLightfv: TODO' }, glLightModelfv: function() { throw 'glLightModelfv: TODO' }, glMaterialfv: function() { throw 'glMaterialfv: TODO' }, glTexGeni: function() { throw 'glTexGeni: TODO' }, glTexGenfv: function() { throw 'glTexGenfv: TODO' }, glTexEnvi: function() { Runtime.warnOnce('glTexEnvi: TODO') }, glTexEnvf: function() { Runtime.warnOnce('glTexEnvf: TODO') }, glTexEnvfv: function() { Runtime.warnOnce('glTexEnvfv: TODO') }, glTexImage1D: function() { throw 'glTexImage1D: TODO' }, glTexCoord3f: function() { throw 'glTexCoord3f: TODO' }, glGetTexLevelParameteriv: function() { throw 'glGetTexLevelParameteriv: TODO' }, glShadeModel: function() { Runtime.warnOnce('TODO: glShadeModel') }, // Open GLES1.1 compatibility glGenFramebuffersOES : 'glGenFramebuffers', glGenRenderbuffersOES : 'glGenRenderbuffers', glBindFramebufferOES : 'glBindFramebuffer', glBindRenderbufferOES : 'glBindRenderbuffer', glGetRenderbufferParameterivOES : 'glGetRenderbufferParameteriv', glFramebufferRenderbufferOES : 'glFramebufferRenderbuffer', glRenderbufferStorageOES : 'glRenderbufferStorage', glCheckFramebufferStatusOES : 'glCheckFramebufferStatus', glDeleteFramebuffersOES : 'glDeleteFramebuffers', glDeleteRenderbuffersOES : 'glDeleteRenderbuffers', glGenVertexArraysOES: 'glGenVertexArrays', glDeleteVertexArraysOES: 'glDeleteVertexArrays', glBindVertexArrayOES: 'glBindVertexArray', glFramebufferTexture2DOES: 'glFramebufferTexture2D', #else // LEGACY_GL_EMULATION // Warn if code tries to use various emulation stuff, when emulation is disabled // (do not warn if INCLUDE_FULL_LIBRARY is one, because then likely the gl code will // not be called anyhow, leave only the runtime aborts) glVertexPointer__deps: [function() { #if INCLUDE_FULL_LIBRARY == 0 warn('Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'); #endif }], glVertexPointer: function(){ throw 'Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; }, glGenVertexArrays__deps: [function() { #if INCLUDE_FULL_LIBRARY == 0 warn('Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'); #endif }], glGenVertexArrays: function(){ throw 'Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; }, glMatrixMode__deps: [function() { #if INCLUDE_FULL_LIBRARY == 0 warn('Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'); #endif }], glMatrixMode: function(){ throw 'Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; }, glBegin__deps: [function() { #if INCLUDE_FULL_LIBRARY == 0 warn('Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'); #endif }], glBegin: function(){ throw 'Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; }, glLoadIdentity__deps: [function() { #if INCLUDE_FULL_LIBRARY == 0 warn('Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'); #endif }], glLoadIdentity: function(){ throw 'Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; }, #endif // LEGACY_GL_EMULATION // GLU gluPerspective: function(fov, aspect, near, far) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrix[GLImmediate.currentMatrix] = GLImmediate.matrixLib.mat4.perspective(fov, aspect, near, far, GLImmediate.matrix[GLImmediate.currentMatrix]); }, gluLookAt: function(ex, ey, ez, cx, cy, cz, ux, uy, uz) { GLImmediate.matricesModified = true; GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0; GLImmediate.matrixLib.mat4.lookAt(GLImmediate.matrix[GLImmediate.currentMatrix], [ex, ey, ez], [cx, cy, cz], [ux, uy, uz]); }, 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); GLImmediate.matrixLib.mat4.multiplyVec4({{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}}, [objX, objY, objZ, 1.0], outVec); GLImmediate.matrixLib.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 = GLImmediate.matrixLib.mat4.unproject([winX, winY, winZ], {{{ makeHEAPView('F64', 'model', 'model+' + (16*8)) }}}, {{{ makeHEAPView('F64', 'proj', 'proj+' + (16*8)) }}}, {{{ makeHEAPView('32', 'view', 'view+' + (4*4)) }}}); 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 */; }, gluOrtho2D__deps: ['glOrtho'], gluOrtho2D: function(left, right, bottom, top) { _glOrtho(left, right, bottom, top, -1, 1); }, // GLES2 emulation glVertexAttribPointer__sig: 'viiiiii', glVertexAttribPointer: function(index, size, type, normalized, stride, ptr) { #if FULL_ES2 var cb = GL.clientBuffers[index]; #if ASSERTIONS assert(cb, index); #endif if (!GL.currArrayBuffer) { cb.size = size; cb.type = type; cb.normalized = normalized; cb.stride = stride; cb.ptr = ptr; cb.clientside = true; return; } cb.clientside = false; #endif #if GL_ASSERTIONS GL.validateVertexAttribPointer(size, type, stride, ptr); #endif GLctx.vertexAttribPointer(index, size, type, normalized, stride, ptr); }, glEnableVertexAttribArray__sig: 'vi', glEnableVertexAttribArray: function(index) { #if FULL_ES2 var cb = GL.clientBuffers[index]; #if ASSERTIONS assert(cb, index); #endif cb.enabled = true; #endif GLctx.enableVertexAttribArray(index); }, glDisableVertexAttribArray__sig: 'vi', glDisableVertexAttribArray: function(index) { #if FULL_ES2 var cb = GL.clientBuffers[index]; #if ASSERTIONS assert(cb, index); #endif cb.enabled = false; #endif GLctx.disableVertexAttribArray(index); }, glDrawArrays__sig: 'viii', glDrawArrays: function(mode, first, count) { #if FULL_ES2 // bind any client-side buffers GL.preDrawHandleClientVertexAttribBindings(first + count); #endif GLctx.drawArrays(mode, first, count); #if FULL_ES2 GL.postDrawHandleClientVertexAttribBindings(); #endif }, glDrawElements__sig: 'viiii', glDrawElements: function(mode, count, type, indices) { #if FULL_ES2 var buf; if (!GL.currElementArrayBuffer) { var size = GL.calcBufLength(1, type, 0, count); buf = GL.tempIndexBuffers[GL.tempBufferIndexLookup[size]]; GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, buf); GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER, 0, HEAPU8.subarray(indices, indices + size)); // the index is now 0 indices = 0; } // bind any client-side buffers GL.preDrawHandleClientVertexAttribBindings(count); #endif GLctx.drawElements(mode, count, type, indices); #if FULL_ES2 GL.postDrawHandleClientVertexAttribBindings(count); if (!GL.currElementArrayBuffer) { GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null); } #endif }, glShaderBinary__sig: 'v', glShaderBinary: function() { GL.recordError(0x0500/*GL_INVALID_ENUM*/); #if GL_ASSERTIONS Module.printErr("GL_INVALID_ENUM in glShaderBinary: WebGL does not support binary shader formats! Calls to glShaderBinary always fail."); #endif }, glReleaseShaderCompiler__sig: 'v', glReleaseShaderCompiler: function() { // NOP (as allowed by GLES 2.0 spec) }, glGetError__sig: 'i', glGetError: function() { // First return any GL error generated by the emscripten library_gl.js interop layer. if (GL.lastError) { var error = GL.lastError; GL.lastError = 0/*GL_NO_ERROR*/; return error; } else { // If there were none, return the GL error from the browser GL context. return GLctx.getError(); } }, // ANGLE_instanced_arrays WebGL extension related functions glVertexAttribDivisor__sig: 'vii', glVertexAttribDivisor: function(index, divisor) { #if GL_ASSERTIONS assert(GL.instancedArraysExt, 'Must have ANGLE_instanced_arrays extension to use WebGL instancing'); #endif GL.instancedArraysExt.vertexAttribDivisorANGLE(index, divisor); }, glDrawArraysInstanced__sig: 'viiii', glDrawArraysInstanced: function(mode, first, count, primcount) { #if GL_ASSERTIONS assert(GL.instancedArraysExt, 'Must have ANGLE_instanced_arrays extension to use WebGL instancing'); #endif GL.instancedArraysExt.drawArraysInstancedANGLE(mode, first, count, primcount); }, glDrawElementsInstanced__sig: 'viiiii', glDrawElementsInstanced: function(mode, count, type, indices, primcount) { #if GL_ASSERTIONS assert(GL.instancedArraysExt, 'Must have ANGLE_instanced_arrays extension to use WebGL instancing'); #endif GL.instancedArraysExt.drawElementsInstancedANGLE(mode, count, type, indices, primcount); }, // OpenGL Desktop/ES 2.0 instancing extensions compatibility glVertexAttribDivisorNV: 'glVertexAttribDivisor', glDrawArraysInstancedNV: 'glDrawArraysInstanced', glDrawElementsInstancedNV: 'glDrawElementsInstanced', glVertexAttribDivisorEXT: 'glVertexAttribDivisor', glDrawArraysInstancedEXT: 'glDrawArraysInstanced', glDrawElementsInstancedEXT: 'glDrawElementsInstanced', glVertexAttribDivisorARB: 'glVertexAttribDivisor', glDrawArraysInstancedARB: 'glDrawArraysInstanced', glDrawElementsInstancedARB: 'glDrawElementsInstanced', // signatures of simple pass-through functions, see later glActiveTexture__sig: 'vi', glCheckFramebufferStatus__sig: 'ii', glRenderbufferStorage__sig: 'viiii', glClearStencil__sig: 'vi', glStencilFunc__sig: 'viii', glLineWidth__sig: 'vi', glBlendEquation__sig: 'vi', glBlendEquationSeparate__sig: 'vii', glVertexAttrib1f__sig: 'vii', glVertexAttrib2f__sig: 'viii', glVertexAttrib3f__sig: 'viiii', glVertexAttrib4f__sig: 'viiiii', glCullFace__sig: 'vi', glBlendFunc__sig: 'vii', glBlendFuncSeparate__sig: 'viiii', glPolygonOffset__sig: 'vii', glColorMask__sig: 'viiii', glStencilOp__sig: 'viii', glStencilOpSeparate__sig: 'viiii', glGenerateMipmap__sig: 'vi', glHint__sig: 'vii', glDepthMask__sig: 'vi', glViewport__sig: 'viiii', glDepthFunc__sig: 'vi', glStencilMask__sig: 'vi', glStencilMaskSeparate__sig: 'vii', glClearDepthf__sig: 'vi', glFinish__sig: 'v', glFlush__sig: 'v', glClearColor__sig: 'viiii', glIsEnabled__sig: 'ii', glFrontFace__sig: 'vi', glSampleCoverage__sig: 'vii', }; // Simple pass-through functions. Starred ones have return values. [X] ones have X in the C name but not in the JS name [[0, 'finish flush'], [1, 'clearDepth clearDepth[f] depthFunc enable disable frontFace cullFace clear lineWidth clearStencil depthMask stencilMask checkFramebufferStatus* generateMipmap activeTexture blendEquation isEnabled*'], [2, 'blendFunc blendEquationSeparate depthRange depthRange[f] stencilMaskSeparate hint polygonOffset vertexAttrib1f sampleCoverage'], [3, 'texParameteri texParameterf vertexAttrib2f stencilFunc stencilOp'], [4, 'viewport clearColor scissor vertexAttrib3f colorMask renderbufferStorage blendFuncSeparate blendColor stencilFuncSeparate stencilOpSeparate'], [5, 'vertexAttrib4f'], [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 + ') { GLctx.NAME(' + args + ') })'; var returnStub = '(function(' + args + ') { return GLctx.NAME(' + args + ') })'; var sigEnd = range(num).map(function() { return 'i' }).join(''); names.split(' ').forEach(function(name) { var stub = plainStub; var sig; if (name[name.length-1] == '*') { name = name.substr(0, name.length-1); stub = returnStub; sig = 'i' + sigEnd; } else { sig = 'v' + sigEnd; } 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)); if (!LibraryGL[cName + '__sig']) LibraryGL[cName + '__sig'] = sig; }); }); autoAddDeps(LibraryGL, '$GL'); // Legacy GL emulation if (LEGACY_GL_EMULATION) { DEFAULT_LIBRARY_FUNCS_TO_INCLUDE.push('$GLEmulation'); } // GL proc address retrieval LibraryGL.emscripten_GetProcAddress__deps = [function() { // ProcAddress is used, so include everything in GL. This runs before we go to the $ProcAddressTable object, // and we fill its deps just in time, and create the lookup table var table = {}; LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).map(function(x) { if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(-5) == '__asm' || x.substr(0, 2) != 'gl') return null; var original = x; if (('_' + x) in Functions.implementedFunctions) { // a user-implemented function aliases this one, but we still want it to be accessible by name, so rename it var y = x + '__procTable'; LibraryManager.library[y] = LibraryManager.library[x]; LibraryManager.library[y + '__deps'] = LibraryManager.library[x + '__deps']; LibraryManager.library[y + '__postset'] = LibraryManager.library[x + '__postset']; LibraryManager.library[y + '__sig'] = LibraryManager.library[x + '__sig'];//|| Functions.implementedFunctions['_' + x]; LibraryManager.library[y + '__asm'] = LibraryManager.library[x + '__asm']; x = y; assert(!(y in Functions.implementedFunctions) && !Functions.unimplementedFunctions['_' + y]); } var longX = '_' + x; var sig = LibraryManager.library[x + '__sig'] || functionStubSigs[longX]; if (sig) { table[original] = Functions.getIndex(longX, sig); if (!(longX in Functions.implementedFunctions)) Functions.unimplementedFunctions[longX] = sig; } return x; }).filter(function(x) { return x !== null }); // convert table into function with switch, to not confuse closure compiler var tableImpl = 'switch(name) {\n'; for (var x in table) tableImpl += 'case "' + x + '": return ' + table[x] + '; break;\n'; tableImpl += '}\nreturn 0;'; LibraryManager.library.emscripten_procAddressTable = new Function('name', tableImpl); }, 'emscripten_procAddressTable']; LibraryGL.emscripten_GetProcAddress = function _LibraryGL_emscripten_GetProcAddress(name) { name = name.replace('EXT', '').replace('ARB', ''); switch(name) { // misc renamings case 'glCreateProgramObject': name = 'glCreateProgram'; break; case 'glUseProgramObject': name = 'glUseProgram'; break; case 'glCreateShaderObject': name = 'glCreateShader'; break; case 'glAttachObject': name = 'glAttachShader'; break; case 'glDetachObject': name = 'glDetachShader'; break; } var ret = _emscripten_procAddressTable(name); if (!ret) Module.printErr('WARNING: getProcAddress failed for ' + name); return ret; } // Final merge mergeInto(LibraryManager.library, LibraryGL); assert(!(FULL_ES2 && LEGACY_GL_EMULATION), 'cannot emulate both ES2 and legacy GL');