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Removing handleScopes for Glu(t) and Gl callbacks

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1 parent 75d485b commit 37e03dc765da6747b56b313cb330703c93241bee @philogb philogb committed Oct 27, 2009
@@ -1,83 +1,16 @@
//load common code.
-load("common.js");
+load("common.js", "shaderutil.js");
//start custom code.
var angle = 0;
-var vertex_shader = "uniform mat4 u_mvpMatrix;\n"
- + "attribute vec4 a_position;\n"
- + "void main()\n"
- + "{\n"
- + "gl_Position = u_mvpMatrix * a_position;\n"
- + "}\n";
-
-var fragment_shader = "void main()\n"
- + "{\n"
- + "gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
- + "}\n";
// an object we'll use to store shaders, textures, etc. on as we create them
var userData = {};
-function loadShader(shaderType, shaderSource) {
- // Create the shader object
- var shader = Gles.createShader(shaderType);
- if (shader == 0) return 0;
-
- // Load the shader source
- Gles.shaderSource(shader, shaderSource);
-
- // Compile the shader
- Gles.compileShader(shader);
-
- // Check the compile status
- var compiled = Gles.getShaderiv(shader, Gles.COMPILE_STATUS);
- if (!compiled) {
- // Something went wrong during compilation; get the error
- var error = Gles.getShaderInfoLog(shader);
- Gles.deleteShader(shader);
- return 0;
- }
-
- return shader;
-}
-
-// Convenience function to create a program from all the passed-in
-function getProgram() {
- var shaders = [];
-
- // first load and compile all the passed-in shaders.
- for (var i = 0; i < arguments.length; i+=2) {
- var type = arguments[i], source = arguments[i+1];
- var shader = loadShader(type, source);
- if (shader == 0)
- return 0;
- shaders.push(shader);
- }
-
- // then do the program object creation
- var program = Gles.createProgram();
- if (program == 0)
- return 0;
-
- // attach all the shaders
- for (var i = 0; i < shaders.length; i++) {
- Gles.attachShader(program, shaders[i]);
- }
-
- // link, and check for errors
- Gles.linkProgram(program);
-
- var linked = Gles.getProgramiv(program, Gles.LINK_STATUS);
- if (!linked) {
- var error = Gles.getProgramInfoLog(program);
- return 0;
- }
-
- return program;
-}
-
function init() {
- userData.programObject = getProgram(Gles.VERTEX_SHADER, vertex_shader, Gles.FRAGMENT_SHADER, fragment_shader);
+ userData.programObject = getProgram("shaders/ch8-simple-vertexshader.vs",
+ "shaders/ch8-simple-vertexshader.fs");
+
if(userData.programObject == 0) return false;
userData.positionLoc = Gles.getAttribLocation(userData.programObject, "a_position");
@@ -102,7 +35,7 @@ function updateObjects() {
modelview.translate(0, 0, -2);
// then rotating the cube
- modelview.rotate(angle, 1, 0, 1);
+ modelview.rotate(angle, 1, 1, 1);
userData.mvpMatrix = modelview.multiply(persp);
}
@@ -113,7 +46,7 @@ function update() {
angle += 2.0;
if (angle > 360) angle -= 360;
updateObjects();
- Glut.postRedisplay();
+ Glut.postRedisplay();
Glut.timerFunc(25, update, 0);
}
@@ -136,6 +69,7 @@ function draw() {
Gles.uniformMatrix4fv(userData.mvpLoc, userData.mvpMatrix.elements.length, Gles.FALSE, userData.mvpMatrix.elements);
// Draw the cube
+ //Gles.drawArrays(Gles.TRIANGLE_FAN, 0, userData.obj.vertices.length);
Gles.drawElements(Gles.TRIANGLES, userData.obj.indices.length, Gles.UNSIGNED_SHORT, userData.obj.indices);
// Finally do the swap to display what we just drew
@@ -151,7 +85,7 @@ function main() {
Glut.createWindow("OpenGL ES on V8! (^_^)/");
if (!init())
- return;
+ return;
updateObjects();
//Set drawing callback
View
@@ -1,243 +1,5 @@
-//adding matrix 4x4 library
-/*
- * Copyright (c) 2009, Mozilla Corp
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the <organization> nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY <copyright holder> ''AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-/*
- * Based on sample code from the OpenGL(R) ES 2.0 Programming Guide, which carriers
- * the following header:
- *
- * Book: OpenGL(R) ES 2.0 Programming Guide
- * Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
- * ISBN-10: 0321502795
- * ISBN-13: 9780321502797
- * Publisher: Addison-Wesley Professional
- * URLs: http://safari.informit.com/9780321563835
- * http://www.opengles-book.com
- */
-
-//
-// A simple 4x4 Matrix utility class
-//
-
-function Matrix4x4() {
- this.elements = Array(16);
- this.loadIdentity();
-}
-
-Matrix4x4.prototype = {
- scale: function (sx, sy, sz) {
- this.elements[0*4+0] *= sx;
- this.elements[0*4+1] *= sx;
- this.elements[0*4+2] *= sx;
- this.elements[0*4+3] *= sx;
-
- this.elements[1*4+0] *= sy;
- this.elements[1*4+1] *= sy;
- this.elements[1*4+2] *= sy;
- this.elements[1*4+3] *= sy;
-
- this.elements[2*4+0] *= sz;
- this.elements[2*4+1] *= sz;
- this.elements[2*4+2] *= sz;
- this.elements[2*4+3] *= sz;
-
- return this;
- },
-
- translate: function (tx, ty, tz) {
- this.elements[3*4+0] += this.elements[0*4+0] * tx + this.elements[1*4+0] * ty + this.elements[2*4+0] * tz;
- this.elements[3*4+1] += this.elements[0*4+1] * tx + this.elements[1*4+1] * ty + this.elements[2*4+1] * tz;
- this.elements[3*4+2] += this.elements[0*4+2] * tx + this.elements[1*4+2] * ty + this.elements[2*4+2] * tz;
- this.elements[3*4+3] += this.elements[0*4+3] * tx + this.elements[1*4+3] * ty + this.elements[2*4+3] * tz;
-
- return this;
- },
-
- rotate: function (angle, x, y, z) {
- var mag = Math.sqrt(x*x + y*y + z*z);
- var sinAngle = Math.sin(angle * Math.PI / 180.0);
- var cosAngle = Math.cos(angle * Math.PI / 180.0);
-
- if (mag > 0) {
- var xx, yy, zz, xy, yz, zx, xs, ys, zs;
- var oneMinusCos;
- var rotMat;
-
- x /= mag;
- y /= mag;
- z /= mag;
-
- xx = x * x;
- yy = y * y;
- zz = z * z;
- xy = x * y;
- yz = y * z;
- zx = z * x;
- xs = x * sinAngle;
- ys = y * sinAngle;
- zs = z * sinAngle;
- oneMinusCos = 1.0 - cosAngle;
-
- rotMat = new Matrix4x4();
-
- rotMat.elements[0*4+0] = (oneMinusCos * xx) + cosAngle;
- rotMat.elements[0*4+1] = (oneMinusCos * xy) - zs;
- rotMat.elements[0*4+2] = (oneMinusCos * zx) + ys;
- rotMat.elements[0*4+3] = 0.0;
-
- rotMat.elements[1*4+0] = (oneMinusCos * xy) + zs;
- rotMat.elements[1*4+1] = (oneMinusCos * yy) + cosAngle;
- rotMat.elements[1*4+2] = (oneMinusCos * yz) - xs;
- rotMat.elements[1*4+3] = 0.0;
-
- rotMat.elements[2*4+0] = (oneMinusCos * zx) - ys;
- rotMat.elements[2*4+1] = (oneMinusCos * yz) + xs;
- rotMat.elements[2*4+2] = (oneMinusCos * zz) + cosAngle;
- rotMat.elements[2*4+3] = 0.0;
-
- rotMat.elements[3*4+0] = 0.0;
- rotMat.elements[3*4+1] = 0.0;
- rotMat.elements[3*4+2] = 0.0;
- rotMat.elements[3*4+3] = 1.0;
-
- rotMat = rotMat.multiply(this);
- this.elements = rotMat.elements;
- }
-
- return this;
- },
-
- frustum: function (left, right, bottom, top, nearZ, farZ) {
- var deltaX = right - left;
- var deltaY = top - bottom;
- var deltaZ = farZ - nearZ;
- var frust;
-
- if ( (nearZ <= 0.0) || (farZ <= 0.0) ||
- (deltaX <= 0.0) || (deltaY <= 0.0) || (deltaZ <= 0.0) )
- return this;
-
- frust = new Matrix4x4();
-
- frust.elements[0*4+0] = 2.0 * nearZ / deltaX;
- frust.elements[0*4+1] = frust.elements[0*4+2] = frust.elements[0*4+3] = 0.0;
-
- frust.elements[1*4+1] = 2.0 * nearZ / deltaY;
- frust.elements[1*4+0] = frust.elements[1*4+2] = frust.elements[1*4+3] = 0.0;
-
- frust.elements[2*4+0] = (right + left) / deltaX;
- frust.elements[2*4+1] = (top + bottom) / deltaY;
- frust.elements[2*4+2] = -(nearZ + farZ) / deltaZ;
- frust.elements[2*4+3] = -1.0;
-
- frust.elements[3*4+2] = -2.0 * nearZ * farZ / deltaZ;
- frust.elements[3*4+0] = frust.elements[3*4+1] = frust.elements[3*4+3] = 0.0;
-
- frust = frust.multiply(this);
- this.elements = frust.elements;
-
- return this;
- },
-
- perspective: function (fovy, aspect, nearZ, farZ) {
- var frustumH = Math.tan(fovy / 360.0 * Math.PI) * nearZ;
- var frustumW = frustumH * aspect;
-
- return this.frustum(-frustumW, frustumW, -frustumH, frustumH, nearZ, farZ);
- },
-
- ortho: function (left, right, bottom, top, nearZ, farZ) {
- var deltaX = right - left;
- var deltaY = top - bottom;
- var deltaZ = farZ - nearZ;
-
- var ortho = new Matrix4x4();
-
- if ( (deltaX == 0.0) || (deltaY == 0.0) || (deltaZ == 0.0) )
- return this;
-
- ortho.elements[0*4+0] = 2.0 / deltaX;
- ortho.elements[3*4+0] = -(right + left) / deltaX;
- ortho.elements[1*4+1] = 2.0 / deltaY;
- ortho.elements[3*4+1] = -(top + bottom) / deltaY;
- ortho.elements[2*4+2] = -2.0 / deltaZ;
- ortho.elements[3*4+2] = -(nearZ + farZ) / deltaZ;
-
- ortho = ortho.multiply(this);
- this.elements = ortho.elements;
-
- return this;
- },
-
- multiply: function (right) {
- var tmp = new Matrix4x4();
-
- for (var i = 0; i < 4; i++) {
- tmp.elements[i*4+0] =
- (this.elements[i*4+0] * right.elements[0*4+0]) +
- (this.elements[i*4+1] * right.elements[1*4+0]) +
- (this.elements[i*4+2] * right.elements[2*4+0]) +
- (this.elements[i*4+3] * right.elements[3*4+0]) ;
-
- tmp.elements[i*4+1] =
- (this.elements[i*4+0] * right.elements[0*4+1]) +
- (this.elements[i*4+1] * right.elements[1*4+1]) +
- (this.elements[i*4+2] * right.elements[2*4+1]) +
- (this.elements[i*4+3] * right.elements[3*4+1]) ;
-
- tmp.elements[i*4+2] =
- (this.elements[i*4+0] * right.elements[0*4+2]) +
- (this.elements[i*4+1] * right.elements[1*4+2]) +
- (this.elements[i*4+2] * right.elements[2*4+2]) +
- (this.elements[i*4+3] * right.elements[3*4+2]) ;
-
- tmp.elements[i*4+3] =
- (this.elements[i*4+0] * right.elements[0*4+3]) +
- (this.elements[i*4+1] * right.elements[1*4+3]) +
- (this.elements[i*4+2] * right.elements[2*4+3]) +
- (this.elements[i*4+3] * right.elements[3*4+3]) ;
- }
-
- this.elements = tmp.elements;
- return this;
- },
-
- loadIdentity: function () {
- for (var i = 0; i < 16; i++)
- this.elements[i] = 0;
- this.elements[0*4+0] = 1.0;
- this.elements[1*4+1] = 1.0;
- this.elements[2*4+2] = 1.0;
- this.elements[3*4+3] = 1.0;
- return this;
- }
-};
+load("lib/matrix.js");
-//adding a simple shape library
/*
* Copyright (c) 2009, Mozilla Corp
* All rights reserved.
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