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library_glemu.js
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/**
* @license
* Copyright 2010 The Emscripten Authors
* SPDX-License-Identifier: MIT
*/
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', '$stringToNewUTF8', '$ptrToString'],
$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,
// GL_CLIP_PLANE support
MAX_CLIP_PLANES: 6,
clipPlaneEnabled: [false, false, false, false, false, false],
clipPlaneEquation: [],
// GL_LIGHTING support
lightingEnabled: false,
lightModelAmbient: null,
lightModelLocalViewer: false,
lightModelTwoSide: false,
materialAmbient: null,
materialDiffuse: null,
materialSpecular: null,
materialShininess: null,
materialEmission: null,
MAX_LIGHTS: 8,
lightEnabled: [false, false, false, false, false, false, false, false],
lightAmbient: [],
lightDiffuse: [],
lightSpecular: [],
lightPosition: [],
// TODO attenuation modes of lights
// GL_ALPHA_TEST support
alphaTestEnabled: false,
alphaTestFunc: 0x207, // GL_ALWAYS
alphaTestRef: 0.0,
// GL_POINTS support.
pointSize: 1.0,
// 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);
for (var clipPlaneId = 0; clipPlaneId < GLEmulation.MAX_CLIP_PLANES; clipPlaneId++) {
GLEmulation.clipPlaneEquation[clipPlaneId] = new Float32Array(4);
}
// set defaults for GL_LIGHTING
GLEmulation.lightModelAmbient = new Float32Array([0.2, 0.2, 0.2, 1.0]);
GLEmulation.materialAmbient = new Float32Array([0.2, 0.2, 0.2, 1.0]);
GLEmulation.materialDiffuse = new Float32Array([0.8, 0.8, 0.8, 1.0]);
GLEmulation.materialSpecular = new Float32Array([0.0, 0.0, 0.0, 1.0]);
GLEmulation.materialShininess = new Float32Array([0.0]);
GLEmulation.materialEmission = new Float32Array([0.0, 0.0, 0.0, 1.0]);
for (var lightId = 0; lightId < GLEmulation.MAX_LIGHTS; lightId++) {
GLEmulation.lightAmbient[lightId] = new Float32Array([0.0, 0.0, 0.0, 1.0]);
GLEmulation.lightDiffuse[lightId] = lightId ? new Float32Array([0.0, 0.0, 0.0, 1.0]) : new Float32Array([1.0, 1.0, 1.0, 1.0]);
GLEmulation.lightSpecular[lightId] = lightId ? new Float32Array([0.0, 0.0, 0.0, 1.0]) : new Float32Array([1.0, 1.0, 1.0, 1.0]);
GLEmulation.lightPosition[lightId] = new Float32Array([0.0, 0.0, 1.0, 0.0]);
}
// 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 -sGL_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
};
var glEnable = _glEnable;
_glEnable = _emscripten_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 >= 0x3000) && (cap < 0x3006) /* GL_CLIP_PLANE0 to GL_CLIP_PLANE5 */) {
var clipPlaneId = cap - 0x3000;
if (GLEmulation.clipPlaneEnabled[clipPlaneId] != true) {
GLImmediate.currentRenderer = null; // clip plane parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.clipPlaneEnabled[clipPlaneId] = true;
}
return;
} else if ((cap >= 0x4000) && (cap < 0x4008) /* GL_LIGHT0 to GL_LIGHT7 */) {
var lightId = cap - 0x4000;
if (GLEmulation.lightEnabled[lightId] != true) {
GLImmediate.currentRenderer = null; // light parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.lightEnabled[lightId] = true;
}
return;
} else if (cap == 0xB50 /* GL_LIGHTING */) {
if (GLEmulation.lightingEnabled != true) {
GLImmediate.currentRenderer = null; // light parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.lightingEnabled = true;
}
return;
} else if (cap == 0xBC0 /* GL_ALPHA_TEST */) {
if (GLEmulation.alphaTestEnabled != true) {
GLImmediate.currentRenderer = null; // alpha testing is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.alphaTestEnabled = 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);
};
var glDisable = _glDisable;
_glDisable = _emscripten_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 >= 0x3000) && (cap < 0x3006) /* GL_CLIP_PLANE0 to GL_CLIP_PLANE5 */) {
var clipPlaneId = cap - 0x3000;
if (GLEmulation.clipPlaneEnabled[clipPlaneId] != false) {
GLImmediate.currentRenderer = null; // clip plane parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.clipPlaneEnabled[clipPlaneId] = false;
}
return;
} else if ((cap >= 0x4000) && (cap < 0x4008) /* GL_LIGHT0 to GL_LIGHT7 */) {
var lightId = cap - 0x4000;
if (GLEmulation.lightEnabled[lightId] != false) {
GLImmediate.currentRenderer = null; // light parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.lightEnabled[lightId] = false;
}
return;
} else if (cap == 0xB50 /* GL_LIGHTING */) {
if (GLEmulation.lightingEnabled != false) {
GLImmediate.currentRenderer = null; // light parameter is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.lightingEnabled = false;
}
return;
} else if (cap == 0xBC0 /* GL_ALPHA_TEST */) {
if (GLEmulation.alphaTestEnabled != false) {
GLImmediate.currentRenderer = null; // alpha testing is part of the FFP shader state, we must re-lookup the renderer to use.
GLEmulation.alphaTestEnabled = 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);
};
_glIsEnabled = _emscripten_glIsEnabled = (cap) => {
if (cap == 0xB60 /* GL_FOG */) {
return GLEmulation.fogEnabled ? 1 : 0;
} else if ((cap >= 0x3000) && (cap < 0x3006) /* GL_CLIP_PLANE0 to GL_CLIP_PLANE5 */) {
var clipPlaneId = cap - 0x3000;
return GLEmulation.clipPlaneEnabled[clipPlaneId] ? 1 : 0;
} else if ((cap >= 0x4000) && (cap < 0x4008) /* GL_LIGHT0 to GL_LIGHT7 */) {
var lightId = cap - 0x4000;
return GLEmulation.lightEnabled[lightId] ? 1 : 0;
} else if (cap == 0xB50 /* GL_LIGHTING */) {
return GLEmulation.lightingEnabled ? 1 : 0;
} else if (cap == 0xBC0 /* GL_ALPHA_TEST */) {
return GLEmulation.alphaTestEnabled ? 1 : 0;
} else if (!(cap in validCapabilities)) {
return 0;
}
return GLctx.isEnabled(cap);
};
var glGetBooleanv = _glGetBooleanv;
_glGetBooleanv = _emscripten_glGetBooleanv = (pname, p) => {
var attrib = GLEmulation.getAttributeFromCapability(pname);
if (attrib !== null) {
var result = GLImmediate.enabledClientAttributes[attrib];
{{{ makeSetValue('p', '0', 'result === true ? 1 : 0', 'i8') }}};
return;
}
glGetBooleanv(pname, p);
};
var glGetIntegerv = _glGetIntegerv;
_glGetIntegerv = _emscripten_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;
}
case 0x0D32: { // GL_MAX_CLIP_PLANES
{{{ makeSetValue('params', '0', 'GLEmulation.MAX_CLIP_PLANES', 'i32') }}}; // all implementations need to support atleast 6
return;
}
case 0x0BA0: { // GL_MATRIX_MODE
{{{ makeSetValue('params', '0', 'GLImmediate.currentMatrix + 0x1700', 'i32') }}};
return;
}
case 0x0BC1: { // GL_ALPHA_TEST_FUNC
{{{ makeSetValue('params', '0', 'GLEmulation.alphaTestFunc', 'i32') }}};
return;
}
}
glGetIntegerv(pname, params);
};
var glGetString = _glGetString;
_glGetString = _emscripten_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' : '')
);
return GL.stringCache[name_] = {{{ to64('ret') }}};
}
return glGetString(name_);
};
// Do some automatic rewriting to work around GLSL differences. Note that this must be done in
// tandem with the rest of the program, by itself it cannot suffice.
// Note that we need to remember shader types for this rewriting, saving sources makes it easier to debug.
GL.shaderInfos = {};
#if GL_DEBUG
GL.shaderSources = {};
GL.shaderOriginalSources = {};
#endif
var glCreateShader = _glCreateShader;
_glCreateShader = _emscripten_glCreateShader = (shaderType) => {
var id = glCreateShader(shaderType);
GL.shaderInfos[id] = {
type: shaderType,
ftransform: false
};
return id;
};
function ensurePrecision(source) {
if (!/precision +(low|medium|high)p +float *;/.test(source)) {
source = '#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 = (shader, count, string, length) => {
var source = GL.getSource(shader, count, string, length);
#if GL_DEBUG
dbg("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${source}`;
}
}
if (source.includes('gl_FrontColor')) {
source = 'varying vec4 v_color; \n' +
source.replace(/gl_FrontColor/g, 'v_color');
}
if (source.includes('gl_Color')) {
source = 'attribute vec4 a_color; \n' +
source.replace(/gl_Color/g, 'a_color');
}
if (source.includes('gl_Normal')) {
source = 'attribute vec3 a_normal; \n' +
source.replace(/gl_Normal/g, 'a_normal');
}
// fog
if (source.includes('gl_FogFragCoord')) {
source = 'varying float v_fogFragCoord; \n' +
source.replace(/gl_FogFragCoord/g, 'v_fogFragCoord');
}
} else { // Fragment shader
for (i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
old = source;
source = source.replace(new RegExp(`gl_TexCoord\\[${i}\\]`, 'g'), `v_texCoord${i}`);
if (source != old) {
source = 'varying vec4 v_texCoord' + i + '; \n' + source;
}
}
if (source.includes('gl_Color')) {
source = 'varying vec4 v_color; \n' + source.replace(/gl_Color/g, 'v_color');
}
if (source.includes('gl_Fog.color')) {
source = 'uniform vec4 u_fogColor; \n' +
source.replace(/gl_Fog.color/g, 'u_fogColor');
}
if (source.includes('gl_Fog.end')) {
source = 'uniform float u_fogEnd; \n' +
source.replace(/gl_Fog.end/g, 'u_fogEnd');
}
if (source.includes('gl_Fog.scale')) {
source = 'uniform float u_fogScale; \n' +
source.replace(/gl_Fog.scale/g, 'u_fogScale');
}
if (source.includes('gl_Fog.density')) {
source = 'uniform float u_fogDensity; \n' +
source.replace(/gl_Fog.density/g, 'u_fogDensity');
}
if (source.includes('gl_FogFragCoord')) {
source = 'varying float v_fogFragCoord; \n' +
source.replace(/gl_FogFragCoord/g, 'v_fogFragCoord');
}
source = ensurePrecision(source);
}
#if GL_DEBUG
GL.shaderSources[shader] = source;
dbg("glShaderSource: Output: \n" + source);
#endif
GLctx.shaderSource(GL.shaders[shader], source);
};
var glCompileShader = _glCompileShader;
_glCompileShader = _emscripten_glCompileShader = (shader) => {
GLctx.compileShader(GL.shaders[shader]);
#if GL_DEBUG
if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) {
dbg(`Failed to compile shader: ${GLctx.getShaderInfoLog(GL.shaders[shader])}`);
dbg(`Info: ${JSON.stringify(GL.shaderInfos[shader])}`);
dbg(`Original source: ${GL.shaderOriginalSources[shader]}`);
dbg(`Source: ${GL.shaderSources[shader]}`);
throw 'Shader compilation halt';
}
#endif
};
GL.programShaders = {};
var glAttachShader = _glAttachShader;
_glAttachShader = _emscripten_glAttachShader = (program, shader) => {
if (!GL.programShaders[program]) GL.programShaders[program] = [];
GL.programShaders[program].push(shader);
glAttachShader(program, shader);
};
var glDetachShader = _glDetachShader;
_glDetachShader = _emscripten_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);
};
var glUseProgram = _glUseProgram;
_glUseProgram = _emscripten_glUseProgram = (program) => {
#if GL_DEBUG
if (GL.debug) {
dbg('[using program with shaders]');
if (program) {
GL.programShaders[program].forEach(function(shader) {
dbg(` shader ${shader}, original source: ${GL.shaderOriginalSources[shader]}`);
dbg(` Source: ${GL.shaderSources[shader]}`);
});
}
}
#endif
if (GL.currProgram != program) {
GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
GL.currProgram = program;
GLImmediate.fixedFunctionProgram = 0;
glUseProgram(program);
}
}
var glDeleteProgram = _glDeleteProgram;
_glDeleteProgram = _emscripten_glDeleteProgram = (program) => {
glDeleteProgram(program);
if (program == GL.currProgram) {
GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
GL.currProgram = 0;
}
};
// If attribute 0 was not bound, bind it to 0 for WebGL performance reasons. Track if 0 is free for that.
var zeroUsedPrograms = {};
var glBindAttribLocation = _glBindAttribLocation;
_glBindAttribLocation = _emscripten_glBindAttribLocation = (program, index, name) => {
if (index == 0) zeroUsedPrograms[program] = true;
glBindAttribLocation(program, index, name);
};
var glLinkProgram = _glLinkProgram;
_glLinkProgram = _emscripten_glLinkProgram = (program) => {
if (!(program in zeroUsedPrograms)) {
GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
}
glLinkProgram(program);
};
var glBindBuffer = _glBindBuffer;
_glBindBuffer = _emscripten_glBindBuffer = (target, buffer) => {
glBindBuffer(target, buffer);
if (target == GLctx.ARRAY_BUFFER) {
if (GLEmulation.currentVao) {
#if ASSERTIONS
assert(GLEmulation.currentVao.arrayBuffer == buffer || GLEmulation.currentVao.arrayBuffer == 0 || buffer == 0, 'TODO: support for multiple array buffers in vao');
#endif
GLEmulation.currentVao.arrayBuffer = buffer;
}
} else if (target == GLctx.ELEMENT_ARRAY_BUFFER) {
if (GLEmulation.currentVao) GLEmulation.currentVao.elementArrayBuffer = buffer;
}
};
var glGetFloatv = _glGetFloatv;
_glGetFloatv = _emscripten_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 if (pname == 0xB53) { // GL_LIGHT_MODEL_AMBIENT
{{{ makeSetValue('params', '0', 'GLEmulation.lightModelAmbient[0]', 'float') }}};
{{{ makeSetValue('params', '4', 'GLEmulation.lightModelAmbient[1]', 'float') }}};
{{{ makeSetValue('params', '8', 'GLEmulation.lightModelAmbient[2]', 'float') }}};
{{{ makeSetValue('params', '12', 'GLEmulation.lightModelAmbient[3]', 'float') }}};
} else if (pname == 0xBC2) { // GL_ALPHA_TEST_REF
{{{ makeSetValue('params', '0', 'GLEmulation.alphaTestRef', 'float') }}};
} else {
glGetFloatv(pname, params);
}
};
var glHint = _glHint;
_glHint = _emscripten_glHint = (target, mode) => {
if (target == 0x84EF) { // GL_TEXTURE_COMPRESSION_HINT
return;
}
glHint(target, mode);
};
var glEnableVertexAttribArray = _glEnableVertexAttribArray;
_glEnableVertexAttribArray = _emscripten_glEnableVertexAttribArray = (index) => {
glEnableVertexAttribArray(index);
GLEmulation.enabledVertexAttribArrays[index] = 1;
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1;
};
var glDisableVertexAttribArray = _glDisableVertexAttribArray;
_glDisableVertexAttribArray = _emscripten_glDisableVertexAttribArray = (index) => {
glDisableVertexAttribArray(index);
delete GLEmulation.enabledVertexAttribArrays[index];
if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index];
};
var glVertexAttribPointer = _glVertexAttribPointer;
_glVertexAttribPointer = _emscripten_glVertexAttribPointer = (index, size, type, normalized, stride, pointer) => {
glVertexAttribPointer(index, size, type, normalized, stride, pointer);
if (GLEmulation.currentVao) { // TODO: avoid object creation here? likely not hot though
GLEmulation.currentVao.vertexAttribPointers[index] = [index, size, type, normalized, stride, pointer];
}
};
},
getAttributeFromCapability: function(cap) {
var attrib = null;
switch (cap) {
case 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: 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__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: 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: 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)
* @constructor
*/
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!");
* }
* @constructor
*/
function CMapTree() {
/** @constructor */
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;
};
}
/** @constructor */
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