1964js/coffee/webGL.coffee
2017-10-25 23:00:59 -04:00

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CoffeeScript

###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"
nMatrix = undefined
pMatrix = undefined
mvMatrixStack = undefined
mvMatrix = mat4.create()
mvMatrixStack = []
pMatrix = mat4.create()
nMatrix = 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
log "Could not initialise WebGL. Your browser may not support it." unless @gl
return
#TODO: Make this a utility function. It is generic. Or, just use jquery at some point.
C1964jsWebGL::loadFile = (url, data, callback, errorCallback) ->
#asynchronous request
request = new XMLHttpRequest()
request.open 'GET', url, false #todo: synchronous calls are bad.
#Hook the event that gets called as the request progresses
request.onreadystatechange = ()->
#If the request is "DONE" (completed or failed)
if request.readyState is 4
#If we got HTTP status 200 (OK)
if request.status is 200
callback(request.responseText, data)
else #failed
errorCallback(url)
return
request.send(null)
return
C1964jsWebGL::loadFiles = (urls, callback, errorCallback) ->
numUrls = urls.length
numComplete = 0
result = []
#Callback for a single file
partialCallback = (text, urlIndex) ->
result[urlIndex] = text
numComplete+=1
#When all files have downloaded
callback result if numComplete is numUrls
return
i = 0
while i < numUrls
@loadFile urls[i], i, partialCallback, errorCallback
i++
return
C1964jsWebGL::initShaders = (fs, vs) ->
shaderProgram = undefined
vertexShader = undefined
fragmentShader = undefined
@loadFiles(['shaders/'+fs, 'shaders/'+vs],
(shaderText) =>
vertexShader = @gl.createShader @gl.VERTEX_SHADER
fragmentShader = @gl.createShader @gl.FRAGMENT_SHADER
@gl.shaderSource fragmentShader, shaderText[0]
@gl.shaderSource vertexShader, shaderText[1]
@gl.compileShader fragmentShader
@gl.compileShader vertexShader
unless @gl.getShaderParameter(vertexShader, @gl.COMPILE_STATUS)
alert vs + ': '+ @gl.getShaderInfoLog(vertexShader)
unless @gl.getShaderParameter(fragmentShader, @gl.COMPILE_STATUS)
alert @gl.getShaderInfoLog(fs + ' ' + fragmentShader)
return
(url) ->
alert 'Failed to download "' + url + '"'
return
)
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.nMatrixUniform = @gl.getUniformLocation(shaderProgram, "uNormalMatrix")
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
C1964jsWebGL::setCombineUniforms = (shaderProgram) ->
vhle = @core.videoHLE
@gl.uniform1i shaderProgram.uCombineA0, vhle.combineA0
@gl.uniform1i shaderProgram.uCombineB0, vhle.combineB0
@gl.uniform1i shaderProgram.uCombineC0, vhle.combineC0
@gl.uniform1i shaderProgram.uCombineD0, vhle.combineD0
@gl.uniform1i shaderProgram.uCombineA0a, vhle.combineA0a
@gl.uniform1i shaderProgram.uCombineB0a, vhle.combineB0a
@gl.uniform1i shaderProgram.uCombineC0a, vhle.combineC0a
@gl.uniform1i shaderProgram.uCombineD0a, vhle.combineD0a
@gl.uniform1i shaderProgram.uCombineA1, vhle.combineA1
@gl.uniform1i shaderProgram.uCombineB1, vhle.combineB1
@gl.uniform1i shaderProgram.uCombineC1, vhle.combineC1
@gl.uniform1i shaderProgram.uCombineD1, vhle.combineD1
@gl.uniform1i shaderProgram.uCombineA1a, vhle.combineA1a
@gl.uniform1i shaderProgram.uCombineB1a, vhle.combineB1a
@gl.uniform1i shaderProgram.uCombineC1a, vhle.combineC1a
@gl.uniform1i shaderProgram.uCombineD1a, vhle.combineD1a
return
C1964jsWebGL::beginDList = ->
@gl.viewport 0, 0, @gl.viewportWidth, @gl.viewportHeight
@gl.clear @gl.COLOR_BUFFER_BIT | @gl.DEPTH_BUFFER_BIT
mat4.perspective 45, @gl.viewportWidth / @gl.viewportHeight, 0.1, 100.0, pMatrix
mat4.identity mvMatrix
mat4.translate mvMatrix, [0.0, 0.0, -2.4]
mat4.set mvMatrix, nMatrix
mat4.inverse nMatrix, nMatrix
mat4.transpose nMatrix
# mvPushMatrix();
mat4.translate mvMatrix, [0.0, 0.0, -1.0]
return
C1964jsWebGL::setMatrixUniforms = (shaderProgram) ->
@gl.uniformMatrix4fv shaderProgram.pMatrixUniform, false, pMatrix
@gl.uniformMatrix4fv shaderProgram.mvMatrixUniform, false, mvMatrix
@gl.uniformMatrix4fv shaderProgram.nMatrixUniform, false, nMatrix
return
C1964jsWebGL::mvPushMatrix = ->
copy = mat4.create()
mat4.set mvMatrix, copy
mvMatrixStack.push copy
return
C1964jsWebGL::mvPopMatrix = ->
throw Error "Invalid popMatrix!" if mvMatrixStack.length is 0
mvMatrix = mvMatrixStack.pop()
return
C1964jsWebGL::webGLStart = (wireframe) ->
canvas = document.getElementById("Canvas3D")
@initGL canvas
@shaderProgram = @initShaders("fragment.shader", "vertex.shader")
if @gl
@gl.clearColor 0.0, 0.0, 0.0, 1.0
canvas.style.visibility = "hidden"
return
C1964jsWebGL::show3D = ->
canvas3D = document.getElementById("Canvas3D")
canvas3D.style.visibility = "visible"
return
C1964jsWebGL::hide3D = ->
canvas3D = document.getElementById("Canvas3D")
canvas3D.style.visibility = "hidden"
return
)()
#hack global space until we export classes properly
#node.js uses exports; browser uses this (window)
root = exports ? this
root.C1964jsWebGL = C1964jsWebGL