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/*
* Copyright 2010 The Emscripten Authors. All rights reserved.
* Emscripten is available under two separate licenses, the MIT license and the
* University of Illinois/NCSA Open Source License. Both these licenses can be
* found in the LICENSE file.
*
* Desktop OpenGL emulation support. See http://kripken.github.io/emscripten-site/docs/porting/multimedia_and_graphics/OpenGL-support.html
* for current status.
*/
var LibraryGLEmulation = {
// 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', '$stringToNewUTF8'],
$GLEmulation__postset:
#if USE_CLOSURE_COMPILER
// Forward declare GL functions that are overridden by GLEmulation here to appease Closure compiler.
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDrawArrays;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDrawElements;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glActiveTexture;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glEnable;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDisable;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvf;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvi;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvfv;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetIntegerv;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glIsEnabled;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetBooleanv;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetString;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glCreateShader;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glShaderSource;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glCompileShader;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glAttachShader;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDetachShader;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glUseProgram;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDeleteProgram;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glBindAttribLocation;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glLinkProgram;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glBindBuffer;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetFloatv;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glHint;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glEnableVertexAttribArray;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDisableVertexAttribArray;' +
'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glVertexAttribPointer;' +
'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvf;' +
'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvi;' +
'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvfv;' +
'/**@suppress {duplicate, undefinedVars}*/var _glGetTexEnviv;' +
'/**@suppress {duplicate, undefinedVars}*/var _glGetTexEnvfv;' +
#endif
'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: 0x800, // GL_EXP
fogEnabled: false,
// VAO support
vaos: [],
currentVao: null,
enabledVertexAttribArrays: {}, // helps with vao cleanups
hasRunInit: false,
// 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;
},
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
err('WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work.');
#if GL_UNSAFE_OPTS == 1
err('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 = {
0xB44: 1, // GL_CULL_FACE
0xBE2: 1, // GL_BLEND
0xBD0: 1, // GL_DITHER,
0xB90: 1, // GL_STENCIL_TEST
0xB71: 1, // GL_DEPTH_TEST
0xC11: 1, // GL_SCISSOR_TEST
0x8037: 1, // GL_POLYGON_OFFSET_FILL
0x809E: 1, // GL_SAMPLE_ALPHA_TO_COVERAGE
0x80A0: 1 // GL_SAMPLE_COVERAGE
};
#if RELOCATABLE
{{{
(updateExport = function(name) {
var name = '_' + name;
var exported = 'Module["' + name + '"]';
// make sure we write to an existing export, and are not repeating ourselves
return 'assert(' + exported + ' !== ' + name + '); ' + exported + ' = ' + name + ';';
}, '')
}}}
#else
{{{ (updateExport = function(){ return '' }, '') }}}
#endif
var glEnable = _glEnable;
_glEnable = _emscripten_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 == 0xB60 /* 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 == 0xDE1 /* 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);
};
{{{ updateExport('glEnable') }}}
var glDisable = _glDisable;
_glDisable = _emscripten_glDisable = function _glDisable(cap) {
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
if (cap == 0xB60 /* 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 == 0xDE1 /* 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);
};
{{{ updateExport('glDisable') }}}
_glIsEnabled = _emscripten_glIsEnabled = function _glIsEnabled(cap) {
if (cap == 0xB60 /* GL_FOG */) {
return GLEmulation.fogEnabled ? 1 : 0;
} else if (!(cap in validCapabilities)) {
return 0;
}
return GLctx.isEnabled(cap);
};
{{{ updateExport('glIsEnabled') }}}
var glGetBooleanv = _glGetBooleanv;
_glGetBooleanv = _emscripten_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);
};
{{{ updateExport('glGetBooleanv') }}}
var glGetIntegerv = _glGetIntegerv;
_glGetIntegerv = _emscripten_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);
};
{{{ updateExport('glGetIntegerv') }}}
var glGetString = _glGetString;
_glGetString = _emscripten_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 = stringToNewUTF8((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.currentContext.compressionExt ? ' GL_ARB_texture_compression GL_EXT_texture_compression_s3tc' : '') +
(GL.currentContext.anisotropicExt ? ' GL_EXT_texture_filter_anisotropic' : '')
);
GL.stringCache[name_] = ret;
return ret;
}
return glGetString(name_);
};
{{{ updateExport('glGetString') }}}
// 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 = _emscripten_glCreateShader = function _glCreateShader(shaderType) {
var id = glCreateShader(shaderType);
GL.shaderInfos[id] = {
type: shaderType,
ftransform: false
};
return id;
};
{{{ updateExport('glCreateShader') }}}
function ensurePrecision(source) {
if (!/precision +(low|medium|high)p +float *;/.test(source)) {
source = '#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n' + source;
}
return source;
}
var glShaderSource = _glShaderSource;
_glShaderSource = _emscripten_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.
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');
}
} else { // Fragment shader
for (i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
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);
};
{{{ updateExport('glShaderSource') }}}
var glCompileShader = _glCompileShader;
_glCompileShader = _emscripten_glCompileShader = function _glCompileShader(shader) {
GLctx.compileShader(GL.shaders[shader]);
#if GL_DEBUG
if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) {
err('Failed to compile shader: ' + GLctx.getShaderInfoLog(GL.shaders[shader]));
err('Info: ' + JSON.stringify(GL.shaderInfos[shader]));
err('Original source: ' + GL.shaderOriginalSources[shader]);
err('Source: ' + GL.shaderSources[shader]);
throw 'Shader compilation halt';
}
#endif
};
{{{ updateExport('glCompileShader') }}}
GL.programShaders = {};
var glAttachShader = _glAttachShader;
_glAttachShader = _emscripten_glAttachShader = function _glAttachShader(program, shader) {
if (!GL.programShaders[program]) GL.programShaders[program] = [];
GL.programShaders[program].push(shader);
glAttachShader(program, shader);
};
{{{ updateExport('glAttachShader') }}}
var glDetachShader = _glDetachShader;
_glDetachShader = _emscripten_glDetachShader = function _glDetachShader(program, shader) {
var programShader = GL.programShaders[program];
if (!programShader) {
err('WARNING: _glDetachShader received invalid program: ' + program);
return;
}
var index = programShader.indexOf(shader);
programShader.splice(index, 1);
glDetachShader(program, shader);
};
{{{ updateExport('glDetachShader') }}}
var glUseProgram = _glUseProgram;
_glUseProgram = _emscripten_glUseProgram = function _glUseProgram(program) {
#if GL_DEBUG
if (GL.debug) {
err('[using program with shaders]');
if (program) {
GL.programShaders[program].forEach(function(shader) {
err(' shader ' + shader + ', original source: ' + GL.shaderOriginalSources[shader]);
err(' 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);
}
}
{{{ updateExport('glUseProgram') }}}
var glDeleteProgram = _glDeleteProgram;
_glDeleteProgram = _emscripten_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;
}
};
{{{ updateExport('glDeleteProgram') }}}
// 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 = _emscripten_glBindAttribLocation = function _glBindAttribLocation(program, index, name) {
if (index == 0) zeroUsedPrograms[program] = true;
glBindAttribLocation(program, index, name);
};
{{{ updateExport('glBindAttribLocation') }}}
var glLinkProgram = _glLinkProgram;
_glLinkProgram = _emscripten_glLinkProgram = function _glLinkProgram(program) {
if (!(program in zeroUsedPrograms)) {
GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
}
glLinkProgram(program);
};
{{{ updateExport('glLinkProgram') }}}
var glBindBuffer = _glBindBuffer;
_glBindBuffer = _emscripten_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;
}
};
{{{ updateExport('glBindBuffer') }}}
var glGetFloatv = _glGetFloatv;
_glGetFloatv = _emscripten_glGetFloatv = function _glGetFloatv(pname, params) {
if (pname == 0xBA6) { // GL_MODELVIEW_MATRIX
HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2);
} else if (pname == 0xBA7) { // GL_PROJECTION_MATRIX
HEAPF32.set(GLImmediate.matrix[1/*p*/], params >> 2);
} else if (pname == 0xBA8) { // GL_TEXTURE_MATRIX
HEAPF32.set(GLImmediate.matrix[2/*t*/ + GLImmediate.clientActiveTexture], params >> 2);
} else if (pname == 0xB66) { // GL_FOG_COLOR
HEAPF32.set(GLEmulation.fogColor, params >> 2);
} else if (pname == 0xB63) { // GL_FOG_START
{{{ makeSetValue('params', '0', 'GLEmulation.fogStart', 'float') }}};
} else if (pname == 0xB64) { // GL_FOG_END
{{{ makeSetValue('params', '0', 'GLEmulation.fogEnd', 'float') }}};
} else if (pname == 0xB62) { // GL_FOG_DENSITY
{{{ makeSetValue('params', '0', 'GLEmulation.fogDensity', 'float') }}};
} else if (pname == 0xB65) { // GL_FOG_MODE
{{{ makeSetValue('params', '0', 'GLEmulation.fogMode', 'float') }}};
} else {
glGetFloatv(pname, params);
}
};
{{{ updateExport('glGetFloatv') }}}
var glHint = _glHint;
_glHint = _emscripten_glHint = function _glHint(target, mode) {
if (target == 0x84EF) { // GL_TEXTURE_COMPRESSION_HINT
return;
}
glHint(target, mode);
};
{{{ updateExport('glHint') }}}
var glEnableVertexAttribArray = _glEnableVertexAttribArray;
_glEnableVertexAttribArray = _emscripten_glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) {
glEnableVertexAttribArray(index);
GLEmulation.enabledVertexAttribArrays[index] = 1;
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1;
};
{{{ updateExport('glEnableVertexAttribArray') }}}
var glDisableVertexAttribArray = _glDisableVertexAttribArray;
_glDisableVertexAttribArray = _emscripten_glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) {
glDisableVertexAttribArray(index);
delete GLEmulation.enabledVertexAttribArrays[index];
if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index];
};
{{{ updateExport('glDisableVertexAttribArray') }}}
var glVertexAttribPointer = _glVertexAttribPointer;
_glVertexAttribPointer = _emscripten_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];
}
};
{{{ updateExport('glVertexAttribPointer') }}}
},
getAttributeFromCapability: function(cap) {
var attrib = null;
switch (cap) {
case 0xDE1: // 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;
},
},
glDeleteObject__deps: ['glDeleteProgram', 'glDeleteShader'],
glDeleteObject__sig: 'vi',
glDeleteObject: function(id) {
if (GL.programs[id]) {
_glDeleteProgram(id);
} else if (GL.shaders[id]) {
_glDeleteShader(id);
} else {
err('WARNING: deleteObject received invalid id: ' + id);
}
},
glDeleteObjectARB: 'glDeleteObject',
glGetObjectParameteriv__sig: 'viii',
glGetObjectParameteriv__deps: ['glGetProgramiv', 'glGetShaderiv'],
glGetObjectParameteriv: function(id, type, result) {
if (GL.programs[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
var log = GLctx.getProgramInfoLog(GL.programs[id]);
if (log === null) log = '(unknown error)';
{{{ makeSetValue('result', '0', 'log.length', 'i32') }}};
return;
}
_glGetProgramiv(id, type, result);
} else if (GL.shaders[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
var log = GLctx.getShaderInfoLog(GL.shaders[id]);
if (log === null) log = '(unknown error)';
{{{ makeSetValue('result', '0', 'log.length', 'i32') }}};
return;
} else if (type == 0x8B88) { // GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
var source = GLctx.getShaderSource(GL.shaders[id]);
if (source === null) return; // If an error occurs, nothing will be written to result
{{{ makeSetValue('result', '0', 'source.length', 'i32') }}};
return;
}
_glGetShaderiv(id, type, result);
} else {
err('WARNING: getObjectParameteriv received invalid id: ' + id);
}
},
glGetObjectParameterivARB: 'glGetObjectParameteriv',
glGetInfoLog__deps: ['glGetProgramInfoLog', 'glGetShaderInfoLog'],
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 {
err('WARNING: glGetInfoLog received invalid id: ' + id);
}
},
glGetInfoLogARB: 'glGetInfoLog',
glBindProgram__sig: 'vii',
glBindProgram: function(type, id) {
#if ASSERTIONS
assert(id == 0);
#endif
},
glBindProgramARB: 'glBindProgram',
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(0x500/*GL_INVALID_ENUM*/);
#if GL_ASSERTIONS
err('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
$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: <undefined>
// 1: <undefined>
// 2: <undefined>
// 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 = 0xDE0;
var GL_TEXTURE_2D = 0xDE1;
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 = 0xD1C;
// env.mode
var GL_ADD = 0x104;
var GL_BLEND = 0xBE2;
var GL_REPLACE = 0x1E01;
var GL_MODULATE = 0x2100;
var GL_DECAL = 0x2101;
var GL_COMBINE = 0x8570;
// env.color/alphaCombiner
//var GL_ADD = 0x104;
//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 = 0x300;
var GL_ONE_MINUS_SRC_COLOR = 0x301;
var GL_SRC_ALPHA = 0x302;
var GL_ONE_MINUS_SRC_ALPHA = 0x303;
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,
0x104 /* GL_ADD */: 2,
0xBE2 /* 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
0x300 /* GL_SRC_COLOR */: 0,
0x301 /* GL_ONE_MINUS_SRC_COLOR */: 1,
0x302 /* GL_SRC_ALPHA */: 2,
0x303 /* 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.
}
}
function CTexUnit() {
this.env = new CTexEnv();
this.enabled_tex1D = false;
this.enabled_tex2D = false;
this.enabled_tex3D = false;
this.enabled_texCube = false;
this.texTypesEnabled = 0; // A bitfield combination of the four flags above, used for fast access to operations.
this.traverseState = function CTexUnit_traverseState(keyView) {
if (this.texTypesEnabled) {
if (this.env.key0 == -1) {
this.env.recomputeKey();
}
keyView.next(this.texTypesEnabled | (this.env.key0 << 4));
keyView.next(this.env.key1);
keyView.next(this.env.key2);
} else {
// For correctness, must traverse a zero value, theoretically a subsequent integer key could collide with this value otherwise.
keyView.next(0);
}
};
};
// Class impls:
CTexUnit.prototype.enabled = function CTexUnit_enabled() {
return this.texTypesEnabled;
}
CTexUnit.prototype.genPassLines = function CTexUnit_genPassLines(passOutputVar, passInputVar, texUnitID) {
if (!this.enabled()) {
return ["vec4 " + passOutputVar + " = " + passInputVar + ";"];
}
var lines = this.env.genPassLines(passOutputVar, passInputVar, texUnitID).join('\n');
var texLoadLines = '';
var texLoadRegex = /(texture.*?\(.*?\))/g;
var loadCounter = 0;
var load;
// As an optimization, merge duplicate identical texture loads to one var.
while(load = texLoadRegex.exec(lines)) {
var texLoadExpr = load[1];
var secondOccurrence = lines.slice(load.index+1).indexOf(texLoadExpr);
if (secondOccurrence != -1) { // And also has a second occurrence of same load expression..
// Create new var to store the common load.
var prefix = TEXENVJIT_NAMESPACE_PREFIX + 'env' + texUnitID + "_";
var texLoadVar = prefix + 'texload' + loadCounter++;
var texLoadLine = 'vec4 ' + texLoadVar + ' = ' + texLoadExpr + ';\n';
texLoadLines += texLoadLine + '\n'; // Store the generated texture load statements in a temp string to not confuse regex search in progress.
lines = lines.split(texLoadExpr).join(texLoadVar);
// Reset regex search, since we modified the string.
texLoadRegex = /(texture.*\(.*\))/g;
}
}
return [texLoadLines + lines];
}
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);
// Generate scale, but avoid generating an identity op that multiplies by one.
var scaledColor = (this.colorScale == 1) ? colorVar : (colorVar + " * " + valToFloatLiteral(this.colorScale));
var scaledAlpha = (this.alphaScale == 1) ? alphaVar : (alphaVar + " * " + valToFloatLiteral(this.alphaScale));
var line = [
"vec4 " + passOutputVar,
" = ",
"vec4(",
scaledColor,
", ",
scaledAlpha,
")",
";",
].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++) {
s_texUnits[i].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;
cur.texTypesEnabled |= 1;
}
break;
case GL_TEXTURE_2D:
if (!cur.enabled_tex2D) {
GLImmediate.currentRenderer = null;
cur.enabled_tex2D = true;
cur.texTypesEnabled |= 2;
}
break;
case GL_TEXTURE_3D:
if (!cur.enabled_tex3D) {
GLImmediate.currentRenderer = null;
cur.enabled_tex3D = true;
cur.texTypesEnabled |= 4;
}
break;
case GL_TEXTURE_CUBE_MAP:
if (!cur.enabled_texCube) {
GLImmediate.currentRenderer = null;
cur.enabled_texCube = true;
cur.texTypesEnabled |= 8;
}
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;
cur.texTypesEnabled &= ~1;
}
break;
case GL_TEXTURE_2D:
if (cur.enabled_tex2D) {
GLImmediate.currentRenderer = null;
cur.enabled_tex2D = false;
cur.texTypesEnabled &= ~2;
}
break;
case GL_TEXTURE_3D:
if (cur.enabled_tex3D) {
GLImmediate.currentRenderer = null;
cur.enabled_tex3D = false;
cur.texTypesEnabled &= ~4;
}
break;
case GL_TEXTURE_CUBE_MAP:
if (cur.enabled_texCube) {
GLImmediate.currentRenderer = null;
cur.enabled_texCube = false;
cur.texTypesEnabled &= ~8;
}
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:
err('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:
err('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:
err('WARNING: Unhandled `pname` in call to `glTexEnvfv`.');
}
},
hook_getTexEnviv: function(target, pname, param) {
if (target != GL_TEXTURE_ENV)
return;
var env = getCurTexUnit().env;
switch (pname) {
case GL_TEXTURE_ENV_MODE:
{{{ makeSetValue('param', '0', 'env.mode', 'i32') }}};
return;
case GL_TEXTURE_ENV_COLOR:
{{{ makeSetValue('param', '0', 'Math.max(Math.min(env.envColor[0]*255, 255, -255))', 'i32') }}};
{{{ makeSetValue('param', '1', 'Math.max(Math.min(env.envColor[1]*255, 255, -255))', 'i32') }}};
{{{ makeSetValue('param', '2', 'Math.max(Math.min(env.envColor[2]*255, 255, -255))', 'i32') }}};
{{{ makeSetValue('param', '3', 'Math.max(Math.min(env.envColor[3]*255, 255, -255))', 'i32') }}};
return;
case GL_COMBINE_RGB:
{{{ makeSetValue('param', '0', 'env.colorCombiner', 'i32') }}};
return;
case GL_COMBINE_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaCombiner', 'i32') }}};
return;
case GL_SRC0_RGB:
{{{ makeSetValue('param', '0', 'env.colorSrc[0]', 'i32') }}};
return;
case GL_SRC1_RGB:
{{{ makeSetValue('param', '0', 'env.colorSrc[1]', 'i32') }}};
return;
case GL_SRC2_RGB:
{{{ makeSetValue('param', '0', 'env.colorSrc[2]', 'i32') }}};
return;
case GL_SRC0_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaSrc[0]', 'i32') }}};
return;
case GL_SRC1_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaSrc[1]', 'i32') }}};
return;
case GL_SRC2_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaSrc[2]', 'i32') }}};
return;
case GL_OPERAND0_RGB:
{{{ makeSetValue('param', '0', 'env.colorOp[0]', 'i32') }}};
return;
case GL_OPERAND1_RGB:
{{{ makeSetValue('param', '0', 'env.colorOp[1]', 'i32') }}};
return;
case GL_OPERAND2_RGB:
{{{ makeSetValue('param', '0', 'env.colorOp[2]', 'i32') }}};
return;
case GL_OPERAND0_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaOp[0]', 'i32') }}};
return;
case GL_OPERAND1_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaOp[1]', 'i32') }}};
return;
case GL_OPERAND2_ALPHA:
{{{ makeSetValue('param', '0', 'env.alphaOp[2]', 'i32') }}};
return;
case GL_RGB_SCALE:
{{{ makeSetValue('param', '0', 'env.colorScale', 'i32') }}};
return;
case GL_ALPHA_SCALE:
{{{ makeSetValue('param', '0', 'env.alphaScale', 'i32') }}};
return;
default:
err('WARNING: Unhandled `pname` in call to `glGetTexEnvi`.');
}
},
hook_getTexEnvfv: function(target, pname, param) {
if (target != GL_TEXTURE_ENV)
return;
var env = getCurTexUnit().env;
switch (pname) {
case GL_TEXTURE_ENV_COLOR:
{{{ makeSetValue('param', '0', 'env.envColor[0]', 'float') }}};
{{{ makeSetValue('param', '4', 'env.envColor[1]', 'float') }}};
{{{ makeSetValue('param', '8', 'env.envColor[2]', 'float') }}};
{{{ makeSetValue('param', '12', 'env.envColor[3]', 'float') }}};
return;
}
}
};
},
// 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];
#if GL_FFP_ONLY
// We can enable the correct attribute stream index immediately here, since the same attribute in each shader
// will be bound to this same index.
GL.enableVertexAttribArray(name);
#endif
} 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 keyView = cacheMap.getStaticKeyView().reset();
// By attrib state:
var enabledAttributesKey = 0;
for (var i = 0; i < attributes.length; i++) {
enabledAttributesKey |= 1 << attributes[i].name;
}
// By fog state:
var fogParam = 0;
if (GLEmulation.fogEnabled) {
switch (GLEmulation.fogMode) {
case 0x801: // GL_EXP2
fogParam = 1;
break;
case 0x2601: // GL_LINEAR
fogParam = 2;
break;
default: // default to GL_EXP
fogParam = 3;
break;
}
}
keyView.next((enabledAttributesKey << 2) | fogParam);
#if !GL_FFP_ONLY
// By cur program:
keyView.next(GL.currProgram);
if (!GL.currProgram) {
#endif
GLImmediate.TexEnvJIT.traverseState(keyView);
#if !GL_FFP_ONLY
}
#endif
// If we don't already have it, create it.
var renderer = keyView.get();
if (!renderer) {
#if GL_DEBUG
err('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) {
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 0x801: // 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');
var maxVertexAttribs = GLctx.getParameter(GLctx.MAX_VERTEX_ATTRIBS);
for (var i = 0; i < GLImmediate.MAX_TEXTURES && GLImmediate.TEXTURE0 + i < maxVertexAttribs; 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);
}
}
this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
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);
}
}
// The default color attribute value is not the same as the default for all other attribute streams (0,0,0,1) but (1,1,1,1),
// so explicitly set it right at start.
GLctx.vertexAttrib4fv(this.colorLocation, [1,1,1,1]);
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.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.getTempVertexBuffer(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);
if (this.hasNormal) {
var normalAttr = clientAttributes[GLImmediate.NORMAL];
GLctx.vertexAttribPointer(GLImmediate.NORMAL, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset);
}
}
#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);
} else {
// These two might be dangerous, but let's try them.
GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
}
}
#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);
}
#else
GLctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset);
GLctx.enableVertexAttribArray(this.colorLocation);
#endif
}
#if !GL_FFP_ONLY
else if (this.hasColor) {
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);
GLImmediate.fixedFunctionProgram = 0;
}
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() {
// 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 = _emscripten_glActiveTexture = function _glActiveTexture(texture) {
GLImmediate.TexEnvJIT.hook_activeTexture(texture);
glActiveTexture(texture);
};
{{{ updateExport('glActiveTexture') }}}
var glEnable = _glEnable;
_glEnable = _emscripten_glEnable = function _glEnable(cap) {
GLImmediate.TexEnvJIT.hook_enable(cap);
glEnable(cap);
};
{{{ updateExport('glEnable') }}}
var glDisable = _glDisable;
_glDisable = _emscripten_glDisable = function _glDisable(cap) {
GLImmediate.TexEnvJIT.hook_disable(cap);
glDisable(cap);
};
{{{ updateExport('glDisable') }}}
var glTexEnvf = (typeof(_glTexEnvf) != 'undefined') ? _glTexEnvf : function(){};
_glTexEnvf = _emscripten_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);
};
{{{ updateExport('glTexEnvf') }}}
var glTexEnvi = (typeof(_glTexEnvi) != 'undefined') ? _glTexEnvi : function(){};
_glTexEnvi = _emscripten_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);
};
{{{ updateExport('glTexEnvi') }}}
var glTexEnvfv = (typeof(_glTexEnvfv) != 'undefined') ? _glTexEnvfv : function(){};
_glTexEnvfv = _emscripten_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);
};
{{{ updateExport('glTexEnvfv') }}}
_glGetTexEnviv = function _glGetTexEnviv(target, pname, param) {
GLImmediate.TexEnvJIT.hook_getTexEnviv(target, pname, param);
};
{{{ updateExport('glGetTexEnviv') }}}
_glGetTexEnvfv = function _glGetTexEnvfv(target, pname, param) {
GLImmediate.TexEnvJIT.hook_getTexEnvfv(target, pname, param);
};
{{{ updateExport('glGetTexEnvfv') }}}
var glGetIntegerv = _glGetIntegerv;
_glGetIntegerv = _emscripten_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);
};
{{{ updateExport('glGetIntegerv') }}}
},
// Main functions
initted: false,
init: function() {
err('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
// 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.TexEnvJIT.init(GLctx, GLImmediate.MAX_TEXTURES);
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, GL.currentContext);
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) {
#if GL_ASSERTIONS
if ((GLImmediate.stride & 3) != 0) {
warnOnce('Warning: Rendering from client side vertex arrays where stride (' + GLImmediate.stride + ') is not a multiple of four! This is not currently supported!');
}
#endif
GLImmediate.vertexCounter = (GLImmediate.stride * count) / 4; // XXX assuming float
return;
}
GLImmediate.modifiedClientAttributes = false;
// The role of prepareClientAttributes is to examine the set of client-side vertex attribute buffers
// that user code has submitted, and to prepare them to be uploaded to a VBO in GPU memory
// (since WebGL does not support client-side rendering, i.e. rendering from vertex data in CPU memory)
// User can submit vertex data generally in three different configurations:
// 1. Fully planar: all attributes are in their own separate tightly-packed arrays in CPU memory.
// 2. Fully interleaved: all attributes share a single array where data is interleaved something like (pos,uv,normal), (pos,uv,normal), ...
// 3. Complex hybrid: Multiple separate arrays that either are sparsely strided, and/or partially interleave vertex attributes.
// For simplicity, we support the case (2) as the fast case. For (1) and (3), we do a memory copy of the
// vertex data here to prepare a relayouted buffer that is of the structure in case (2). The reason
// for this is that it allows the emulation code to get away with using just one VBO buffer for rendering,
// and not have to maintain multiple ones. Therefore cases (1) and (3) will be very slow, and case (2) is fast.
// Detect which case we are in by using a quick heuristic by examining the strides of the buffers. If all the buffers have identical
// stride, we assume we have case (2), otherwise we have something more complex.
var clientStartPointer = 0x7FFFFFFF;
var bytes = 0; // Total number of bytes taken up by a single vertex.
var minStride = 0x7FFFFFFF;
var maxStride = 0;
var attributes = GLImmediate.liveClientAttributes;
attributes.length = 0;
for (var i = 0; i < 3+GLImmediate.MAX_TEXTURES; i++) {
if (GLImmediate.enabledClientAttributes[i]) {
var attr = GLImmediate.clientAttributes[i];
attributes.push(attr);
clientStartPointer = Math.min(clientStartPointer, attr.pointer);
attr.sizeBytes = attr.size * GL.byteSizeByType[attr.type - GL.byteSizeByTypeRoot];
bytes += attr.sizeBytes;
minStride = Math.min(minStride, attr.stride);
maxStride = Math.max(maxStride, attr.stride);
}
}
if ((minStride != maxStride || maxStride < bytes) && !beginEnd) {
// We are in cases (1) or (3): slow path, shuffle the data around into a single interleaved vertex buffer.
// The immediate-mode glBegin()/glEnd() vertex submission gets automatically generated in appropriate layout,
// so never need to come down this path if that was used.
#if GL_ASSERTIONS
warnOnce('Rendering from planar client-side vertex arrays. This is a very slow emulation path! Use interleaved vertex arrays for best performance.');
#endif
if (!GLImmediate.restrideBuffer) GLImmediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE);
var start = GLImmediate.restrideBuffer;
bytes = 0;
// calculate restrided offsets and total size
for (var i = 0; i < attributes.length; i++) {
var attr = attributes[i];
var size = attr.sizeBytes;
if (size % 4 != 0) size += 4 - (size % 4); // align everything
attr.offset = bytes;
bytes += size;
}
// copy out the data (we need to know the stride for that, and define attr.pointer)
for (var i = 0; i < attributes.length; i++) {
var attr = attributes[i];
var srcStride = Math.max(attr.sizeBytes, attr.stride);
if ((srcStride & 3) == 0 && (attr.sizeBytes & 3) == 0) {
var size4 = attr.sizeBytes>>2;
var srcStride4 = Math.max(attr.sizeBytes, attr.stride)>>2;
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 + attr.offset + bytes*j)>>2) + k] = HEAP32[(attr.pointer>>2) + j*srcStride4 + k];
}
}
} else {
for (var j = 0; j < count; j++) {
for (var k = 0; k < attr.sizeBytes; k++) { // source data was not aligned to multiples of 4, must copy byte by byte.
HEAP8[start + attr.offset + bytes*j + k] = HEAP8[attr.pointer + j*srcStride + k];
}
}
}
attr.pointer = start + attr.offset;
}
GLImmediate.stride = bytes;
GLImmediate.vertexPointer = start;
} else {
// case (2): fast path, all data is interleaved to a single vertex array so we can get away with a single VBO upload.
if (GL.currArrayBuffer) {
GLImmediate.vertexPointer = 0;
} else {
GLImmediate.vertexPointer = clientStartPointer;
}
for (var i = 0; i < attributes.length; i++) {
var attr = attributes[i];
attr.offset = attr.pointer - GLImmediate.vertexPointer; // Compute what will be the offset of this attribute in the VBO after we upload.
}
GLImmediate.stride = Math.max(maxStride, bytes);
}
if (!beginEnd) {
#if GL_ASSERTIONS
if ((GLImmediate.stride & 3) != 0) {
warnOnce('Warning: Rendering from client side vertex arrays where stride (' + GLImmediate.stride + ') is not a multiple of four! This is not currently supported!');
}
#endif
GLImmediate.vertexCounter = (GLImmediate.stride * count) / 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 (!numVertexes) return;
#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.getTempIndexBuffer(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.currentContext.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
#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;
},
glVertex2f: function(x, y) {
#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++] = 0;
GLImmediate.vertexData[GLImmediate.vertexCounter++] = 1;
#if ASSERTIONS
assert(GLImmediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE);
#endif
GLImmediate.addRendererComponent(GLImmediate.VERTEX, 4, GLctx.FLOAT);
},
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;
GLImmediate.vertexData[GLImmediate.vertexCounter++] = 1;
#if ASSERTIONS
assert(GLImmediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE);
#endif
GLImmediate.addRendererComponent(GLImmediate.VERTEX, 4, GLctx.FLOAT);
},
glVertex4f: function(x, y, z, w) {
#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;
GLImmediate.vertexData[GLImmediate.vertexCounter++] = w;
#if ASSERTIONS
assert(GLImmediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE);
#endif
GLImmediate.addRendererComponent(GLImmediate.VERTEX, 4, GLctx.FLOAT);
},
glVertex2fv__deps: ['glVertex2f'],
glVertex2fv: function(p) {
_glVertex2f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}});
},
glVertex3fv__deps: ['glVertex3f'],
glVertex3fv: function(p) {
_glVertex3f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}});
},
glVertex4fv__deps: ['glVertex4f'],
glVertex4fv: function(p) {
_glVertex4f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}}, {{{ makeGetValue('p', '12', 'float') }}});
},
glVertex2i: 'glVertex2f',
glVertex3i: 'glVertex3f',
glVertex4i: 'glVertex4f',
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;
#if GL_FFP_ONLY
GLctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor);
#endif
}
},
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 0xB63: // GL_FOG_START
GLEmulation.fogStart = param; break;
case 0xB64: // GL_FOG_END
GLEmulation.fogEnd = param; break;
case 0xB62: // GL_FOG_DENSITY
GLEmulation.fogDensity = param; break;
case 0xB65: // GL_FOG_MODE
switch (param) {
case 0x801: // 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 != 0x800 /* GL_EXP */) {
GLImmediate.currentRenderer = null; // Fog mode is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.fogMode = 0x800 /* 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 0xB66: // 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 0xB63: // GL_FOG_START
case 0xB64: // GL_FOG_END
_glFogf(pname, {{{ makeGetValue('param', '0', 'float') }}}); break;
}
},
glFogiv__deps: ['glFogf'],
glFogiv: function(pname, param) {
switch(pname) {
case 0xB66: // 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__deps: ['glDrawElements'],
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
err('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 GL_FFP_ONLY
// In GL_FFP_ONLY mode, attributes are bound to the same index in each FFP emulation shader, so we can immediately apply the change here.
GL.enableVertexAttribArray(attrib);
#endif
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1;
GLImmediate.modifiedClientAttributes = true;
}
},
glDisableClientState: function(cap) {
var attrib = GLEmulation.getAttributeFromCapability(cap);
if (attrib === null) {
#if ASSERTIONS
err('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 GL_FFP_ONLY
// In GL_FFP_ONLY mode, attributes are bound to the same index in each FFP emulation shader, so we can immediately apply the change here.
GL.disableVertexAttribArray(attrib);
#endif
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);
}
#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);
}
#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, 3, type, true, stride, pointer);
}
#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);
}
#endif
},
glClientActiveTexture__sig: 'vi',
glClientActiveTexture: function(texture) {
GLImmediate.clientActiveTexture = texture - 0x84C0; // GL_TEXTURE0
},
// 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(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(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 : HEAP8.length; // 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 = HEAPF32.subarray(GLImmediate.vertexPointer >> 2, end ? (GLImmediate.vertexPointer + (end+1)*GLImmediate.stride) >> 2 : undefined); // XXX assuming float
}
GLImmediate.flush(count, 0, indices);
GLImmediate.mode = -1;
},
// Vertex array object (VAO) support. TODO: when the WebGL extension is popular, use that and remove this code and GL.vaos
emulGlGenVertexArrays__deps: ['$GLEmulation'],
emulGlGenVertexArrays__sig: 'vii',
emulGlGenVertexArrays: 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') }}};
}
},
emulGlDeleteVertexArrays__sig: 'vii',
emulGlDeleteVertexArrays: 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;
}
},
emulGlIsVertexArray__sig: 'vi',
emulGlIsVertexArray: function(array) {
var vao = GLEmulation.vaos[array];
if (!vao) return 0;
return 1;
},
emulGlBindVertexArray__deps: ['glBindBuffer', 'glEnableVertexAttribArray', 'glVertexAttribPointer', 'glEnableClientState'],
emulGlBindVertexArray__sig: 'vi',
emulGlBindVertexArray: 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', '$GLEmulation'], // emulation is not strictly needed, this is a workaround
glMatrixMode: function(mode) {
if (mode == 0x1700 /* GL_MODELVIEW */) {
GLImmediate.currentMatrix = 0/*m*/;
} else if (mode == 0x1701 /* GL_PROJECTION */) {
GLImmediate.currentMatrix = 1/*p*/;
} else if (mode == 0x1702) { // GL_TEXTURE
GLImmediate.useTextureMatrix = true;
GLImmediate.currentMatrix = 2/*t*/ + GLImmediate.clientActiveTexture;
} else {
throw "Wrong mode " + mode + " passed to glMatrixMode";
}
},
glPushMatrix: function() {
GLImmediate.matricesModified = true;
GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0;
GLImmediate.matrixStack[GLImmediate.currentMatrix].push(
Array.prototype.slice.call(GLImmediate.matrix[GLImmediate.currentMatrix]));
},
glPopMatrix: function() {
if (GLImmediate.matrixStack[GLImmediate.currentMatrix].length == 0) {
GL.recordError(0x504/*GL_STACK_UNDERFLOW*/);
return;
}
GLImmediate.matricesModified = true;
GLImmediate.matrixVersion[GLImmediate.currentMatrix] = (GLImmediate.matrixVersion[GLImmediate.currentMatrix] + 1)|0;
GLImmediate.matrix[GLImmediate.currentMatrix] = GLImmediate.matrixStack[GLImmediate.currentMatrix].pop();
},
glLoadIdentity__deps: ['$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) err('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' },
#if MAX_WEBGL_VERSION < 2
glReadBuffer: function() { throw 'glReadBuffer: TODO' },
#endif
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() { warnOnce('glTexEnvi: TODO') },
glTexEnvf: function() { warnOnce('glTexEnvf: TODO') },
glTexEnvfv: function() { warnOnce('glTexEnvfv: TODO') },
glGetTexEnviv: function(target, pname, param) { throw 'GL emulation not initialized!'; },
glGetTexEnvfv: function(target, pname, param) { throw 'GL emulation not initialized!'; },
glTexImage1D: function() { throw 'glTexImage1D: TODO' },
glTexCoord3f: function() { throw 'glTexCoord3f: TODO' },
glGetTexLevelParameteriv: function() { throw 'glGetTexLevelParameteriv: TODO' },
glShadeModel: function() { 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',
glFramebufferTexture2DOES: 'glFramebufferTexture2D',
};
// Legacy GL emulation
if (LEGACY_GL_EMULATION) {
DEFAULT_LIBRARY_FUNCS_TO_INCLUDE.push('$GLEmulation');
}
recordGLProcAddressGet(LibraryGLEmulation);
mergeInto(LibraryManager.library, LibraryGLEmulation);
assert(!(FULL_ES2 && LEGACY_GL_EMULATION), 'cannot emulate both ES2 and legacy GL');
assert(!(FULL_ES3 && LEGACY_GL_EMULATION), 'cannot emulate both ES3 and legacy GL');