###1964js - JavaScript/HTML5 port of 1964 - N64 emulator Copyright (C) 2012 Joel Middendorf This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.### #globals log, document, alert, mat4 #jslint bitwise: true, todo: true #TODO: parameterize "Canvas3D" so this dom id can be arbitrary. C1964jsWebGL = (core, wireframe) -> "use strict" @gl = `undefined` @core = core @webGLStart(wireframe) return this (-> "use strict" pMatrix = undefined mvMatrixStack = undefined mvMatrix = mat4.create() mvMatrixStack = [] pMatrix = mat4.create() C1964jsWebGL::initGL = (canvas) -> try log "canvas = " + canvas log "canvas.getContext = " + canvas.getContext @gl = canvas.getContext("webgl") or canvas.getContext("moz-webgl") or canvas.getContext("webkit-3d") or canvas.getContext("experimental-webgl") log "gl = " + @gl @gl.viewportWidth = canvas.width log "this.gl.viewportWidth = " + @gl.viewportWidth @gl.viewportHeight = canvas.height log "this.gl.viewportHeight = " + @gl.viewportHeight @gl.clear @gl.COLOR_BUFFER_BIT | @gl.DEPTH_BUFFER_BIT log "Could not initialize WebGL. Your browser may not support it." unless @gl return C1964jsWebGL::createShader = (type, source) -> shader = @gl.createShader type @gl.shaderSource shader, source @gl.compileShader shader success = @gl.getShaderParameter(shader, @gl.COMPILE_STATUS) if success return shader console.log @gl.getShaderInfoLog shader @gl.deleteShader shader return C1964jsWebGL::initShaders = (fs, vs) -> shaderProgram = undefined vertexShaderSource = document.getElementById("vertex-shader").text fragmentShaderSource = document.getElementById("fragment-shader").text vertexShader = @createShader(@gl.VERTEX_SHADER, vertexShaderSource) fragmentShader = @createShader(@gl.FRAGMENT_SHADER, fragmentShaderSource) shaderProgram = @gl.createProgram() @gl.attachShader shaderProgram, vertexShader @gl.attachShader shaderProgram, fragmentShader @gl.linkProgram shaderProgram alert "Could not initialize shaders" unless @gl.getProgramParameter(shaderProgram, @gl.LINK_STATUS) @gl.useProgram shaderProgram shaderProgram.vertexPositionAttribute = @gl.getAttribLocation(shaderProgram, "aVertexPosition") shaderProgram.vertexColorAttribute = @gl.getAttribLocation(shaderProgram, "aVertexColor") shaderProgram.pMatrixUniform = @gl.getUniformLocation(shaderProgram, "uPMatrix") shaderProgram.mvMatrixUniform = @gl.getUniformLocation(shaderProgram, "uMVMatrix") shaderProgram.textureCoordAttribute = @gl.getAttribLocation(shaderProgram, "aTextureCoord") shaderProgram.samplerUniform = @gl.getUniformLocation(shaderProgram, "uSampler") shaderProgram.wireframeUniform = @gl.getUniformLocation(shaderProgram, "uWireframe") shaderProgram.uCombineA0 = @gl.getUniformLocation(shaderProgram, "uCombineA0") shaderProgram.uCombineB0 = @gl.getUniformLocation(shaderProgram, "uCombineB0") shaderProgram.uCombineC0 = @gl.getUniformLocation(shaderProgram, "uCombineC0") shaderProgram.uCombineD0 = @gl.getUniformLocation(shaderProgram, "uCombineD0") shaderProgram.uCombineA0a = @gl.getUniformLocation(shaderProgram, "uCombineA0a") shaderProgram.uCombineB0a = @gl.getUniformLocation(shaderProgram, "uCombineB0a") shaderProgram.uCombineC0a = @gl.getUniformLocation(shaderProgram, "uCombineC0a") shaderProgram.uCombineD0a = @gl.getUniformLocation(shaderProgram, "uCombineD0a") shaderProgram.uCombineA1 = @gl.getUniformLocation(shaderProgram, "uCombineA1") shaderProgram.uCombineB1 = @gl.getUniformLocation(shaderProgram, "uCombineB1") shaderProgram.uCombineC1 = @gl.getUniformLocation(shaderProgram, "uCombineC1") shaderProgram.uCombineD1 = @gl.getUniformLocation(shaderProgram, "uCombineD1") shaderProgram.uCombineA1a = @gl.getUniformLocation(shaderProgram, "uCombineA1a") shaderProgram.uCombineB1a = @gl.getUniformLocation(shaderProgram, "uCombineB1a") shaderProgram.uCombineC1a = @gl.getUniformLocation(shaderProgram, "uCombineC1a") shaderProgram.uCombineD1a = @gl.getUniformLocation(shaderProgram, "uCombineD1a") shaderProgram.uPrimColor = @gl.getUniformLocation(shaderProgram, "uPrimColor") shaderProgram.uFillColor = @gl.getUniformLocation(shaderProgram, "uFillColor") shaderProgram.uEnvColor = @gl.getUniformLocation(shaderProgram, "uEnvColor") shaderProgram.uBlendColor = @gl.getUniformLocation(shaderProgram, "uBlendColor") #shaderProgram.otherModeL = @gl.getUniformLocation(shaderProgram, "otherModeL") #shaderProgram.otherModeH = @gl.getUniformLocation(shaderProgram, "otherModeH") shaderProgram.cycleType = @gl.getUniformLocation(shaderProgram, "cycleType") shaderProgram.uAlphaTestEnabled = @gl.getUniformLocation(shaderProgram, "uAlphaTestEnabled") shaderProgram C1964jsWebGL::setCombineUniforms = (vhle, shaderProgram) -> @gl.uniform1i shaderProgram.uCombineA0, vhle.combine[0] @gl.uniform1i shaderProgram.uCombineB0, vhle.combine[2] @gl.uniform1i shaderProgram.uCombineC0, vhle.combine[4] @gl.uniform1i shaderProgram.uCombineD0, vhle.combine[6] @gl.uniform1i shaderProgram.uCombineA0a, vhle.combine[1] @gl.uniform1i shaderProgram.uCombineB0a, vhle.combine[3] @gl.uniform1i shaderProgram.uCombineC0a, vhle.combine[5] @gl.uniform1i shaderProgram.uCombineD0a, vhle.combine[7] @gl.uniform1i shaderProgram.uCombineA1, vhle.combine[8] @gl.uniform1i shaderProgram.uCombineB1, vhle.combine[10] @gl.uniform1i shaderProgram.uCombineC1, vhle.combine[12] @gl.uniform1i shaderProgram.uCombineD1, vhle.combine[14] @gl.uniform1i shaderProgram.uCombineA1a, vhle.combine[9] @gl.uniform1i shaderProgram.uCombineB1a, vhle.combine[11] @gl.uniform1i shaderProgram.uCombineC1a, vhle.combine[13] @gl.uniform1i shaderProgram.uCombineD1a, vhle.combine[15] return C1964jsWebGL::setMatrixUniforms = (shaderProgram) -> @gl.uniformMatrix4fv shaderProgram.pMatrixUniform, false, pMatrix @gl.uniformMatrix4fv shaderProgram.mvMatrixUniform, false, mvMatrix #@gl.uniformMatrix4fv shaderProgram.nMatrixUniform, false, nMatrix return C1964jsWebGL::beginDList = -> # matrices for quad tiles only #@gl.viewport 0, 0, @gl.viewportWidth, @gl.viewportHeight newAspect = (self.innerWidth) / (self.innerHeight) aspectWidth = @gl.viewportWidth aspectHeight = @gl.viewportHeight x = 0 y = 0 stretch = document.getElementById("stretch").checked nativeAspect = @core.videoHLE.n64ViewportWidth / @core.videoHLE.n64ViewportHeight if !stretch if newAspect >= nativeAspect aspectWidth = @gl.viewportWidth / newAspect * nativeAspect x = (@gl.viewportWidth - aspectWidth) / 2.0 # center x else aspectHeight = @gl.viewportHeight * newAspect / nativeAspect y = (@gl.viewportHeight - aspectHeight) / 2.0 # center y @gl.viewport x, y, aspectWidth, aspectHeight #needed for game selection screen in mario #mat4.perspective 90, (@gl.viewportWidth/@gl.viewportHeight), 1.0, 1023.0, pMatrix mat4.identity mvMatrix mat4.identity pMatrix mat4.translate mvMatrix, [0.0, 0.0, -(@gl.viewportWidth/@gl.viewportHeight)] return C1964jsWebGL::webGLStart = (wireframe) -> canvas3D = document.getElementById("Canvas3D") @initGL canvas3D @shaderProgram = @initShaders("fragment-shader", "vertex-shader") if @gl @gl.clearColor 0.0, 0.0, 0.0, 1.0 canvas3D.style.visibility = "hidden" return C1964jsWebGL::show3D = -> canvas3D = document.getElementById("Canvas3D") canvas3D.style.visibility = "visible" canvas2D = document.getElementById("Canvas") canvas2D.style.visibility = "hidden" return C1964jsWebGL::hide3D = -> canvas3D = document.getElementById("Canvas3D") canvas3D.style.visibility = "hidden" canvas2D = document.getElementById("Canvas") canvas2D.style.visibility = "visible" return )() #hack global space until we export classes properly #node.js uses exports; browser uses this (window) root = exports ? self root.C1964jsWebGL = C1964jsWebGL