Unify the 2D and WebGL contexts
This commit is contained in:
Родитель
426ab9f67a
Коммит
0208f854ad
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@ -10,12 +10,12 @@ var LibraryGL = {
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glGetString: function(name_) {
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switch(name_) {
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case Module.ctxGL.VENDOR:
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case Module.ctxGL.RENDERER:
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case Module.ctxGL.VERSION:
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return allocate(intArrayFromString(Module.ctxGL.getParameter(name_)), 'i8', ALLOC_NORMAL);
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case Module.ctx.VENDOR:
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case Module.ctx.RENDERER:
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case Module.ctx.VERSION:
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return allocate(intArrayFromString(Module.ctx.getParameter(name_)), 'i8', ALLOC_NORMAL);
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case 0x1F03: // Extensions
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return allocate(intArrayFromString(Module.ctxGL.getSupportedExtensions().join(' ')), 'i8', ALLOC_NORMAL);
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return allocate(intArrayFromString(Module.ctx.getSupportedExtensions().join(' ')), 'i8', ALLOC_NORMAL);
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default:
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throw 'Failure: Invalid glGetString value: ' + name_;
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}
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@ -23,8 +23,8 @@ var LibraryGL = {
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glGetIntegerv: function(name_, p) {
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switch(name_) {
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case Module.ctxGL.MAX_TEXTURE_SIZE:
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IHEAP[p] = Module.ctxGL.getParameter(name_);
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case Module.ctx.MAX_TEXTURE_SIZE:
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IHEAP[p] = Module.ctx.getParameter(name_);
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break;
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default:
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throw 'Failure: Invalid glGetIntegerv value: ' + name_;
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@ -35,7 +35,7 @@ var LibraryGL = {
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glGenTextures: function(n, textures) {
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for (var i = 0; i < n; i++) {
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var id = GL.textureCounter++;
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GL.textures[id] = Module.ctxGL.createTexture();
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GL.textures[id] = Module.ctx.createTexture();
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IHEAP[textures+QUANTUM_SIZE*i] = id;
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}
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},
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@ -43,7 +43,7 @@ var LibraryGL = {
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glDeleteTextures: function(n, textures) {
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for (var i = 0; i < n; i++) {
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var id = IHEAP[textures+QUANTUM_SIZE*i];
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Module.ctxGL.deleteTexture(GL.textures[id]);
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Module.ctx.deleteTexture(GL.textures[id]);
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delete GL.textures[id];
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}
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},
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@ -52,34 +52,34 @@ var LibraryGL = {
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if (pixels) {
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pixels = new Uint8Array(IHEAP.slice(pixels, pixels + width*height*4)); // TODO: optimize
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}
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Module.ctxGL.texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
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Module.ctx.texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
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},
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glTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, type, pixels) {
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if (pixels) {
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pixels = new Uint8Array(IHEAP.slice(pixels, pixels + width*height*4)); // TODO: optimize
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}
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Module.ctxGL.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
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Module.ctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
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},
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glBindTexture: function(target, texture) {
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Module.ctxGL.bindTexture(target, GL.textures[texture]);
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Module.ctx.bindTexture(target, GL.textures[texture]);
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},
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glClearColor: function(red, green, blue, alpha) {
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Module.ctxGL.clearColor(red, green, blue, alpha);
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Module.ctx.clearColor(red, green, blue, alpha);
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},
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glClear: function(mask) {
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Module.ctxGL.clear(mask);
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Module.ctx.clear(mask);
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},
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glEnable: function(cap) {
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Module.ctxGL.enable(cap);
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Module.ctx.enable(cap);
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},
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glScissor: function(x, y, width, height) {
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Module.ctxGL.scissor(x, y, width, height);
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Module.ctx.scissor(x, y, width, height);
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},
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};
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@ -99,7 +99,7 @@ var LibraryGL = {
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var num = data[0];
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var names = data[1];
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var args = range(num).map(function(i) { return 'x' + i }).join(', ');
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var stub = '(function(' + args + ') { ' + (num > 0 ? 'Module.ctxGL.NAME(' + args + ')' : '') + ' })';
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var stub = '(function(' + args + ') { ' + (num > 0 ? 'Module.ctx.NAME(' + args + ')' : '') + ' })';
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names.split(' ').forEach(function(name_) {
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var cName = 'gl' + name_[0].toUpperCase() + name_.substr(1);
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LibraryGL[cName] = eval(stub.replace('NAME', name_));
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@ -1,16 +1,14 @@
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//"use strict";
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// To use emscripten's SDL library here, you need to define
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// Module.canvas and at least one of Module.ctx2D, Module.ctxGL.
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// Module.canvas.
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//
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// More specifically, for 2D our SDL implementation will look for
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// Module.canvas and Module.ctx2D. You should fill them using
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// something like
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// More specifically, our SDL implementation will look for
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// Module.canvas. You should fill it using something like
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//
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// function onLoad() {
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// // Pass canvas and context to the generated code
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// Module.canvas = document.getElementById('canvas');
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// Module.ctx2D = Module.canvas.getContext('2d');
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// }
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//
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// Note that this must be called during onload, since you will
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@ -49,11 +47,6 @@
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function onLoad() {
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// Pass canvas and context to the generated code, and do the actual run() here
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Module.canvas = document.getElementById('canvas');
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Module.ctx2D = Module.canvas.getContext('2d');
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if (!Module.ctx2D) {
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alert('Canvas not available :(');
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return;
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}
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Module.run();
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}
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</script>
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@ -70,9 +63,6 @@
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//
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// * Make sure alpha values are proper in your input. If they are all 0, everything will be transparent!
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//
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// * It's best to set the ctx stuff in your html file, as above. Otherwise you will need
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// to edit the generated .js file each time you generate it.
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//
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// * Your code should not write a 32-bit value and expect that to set an RGBA pixel.
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// The reason is that that data will be read as 8-bit values, and according to the
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// load-store consistency assumption, it should be written that way (see docs/paper.pdf).
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@ -173,7 +163,7 @@ mergeInto(LibraryManager.library, {
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width: width,
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height: height,
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canvas: Module['canvas'],
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ctx: useWebGL ? Module['ctxGL'] : Module['ctx2D'],
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ctx: SDL.createContext(useWebGL),
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surf: surf,
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buffer: buffer,
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pixelFormat: pixelFormat,
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@ -182,6 +172,17 @@ mergeInto(LibraryManager.library, {
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return surf;
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},
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createContext: function(useWebGL) {
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try {
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var ctx = Module.canvas.getContext(useWebGL ? 'experimental-webgl' : '2d');
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if (!ctx) throw 'Could not create canvas :(';
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return Module.ctx = ctx;
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} catch (e) {
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Module.print('(canvas not available)');
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return null;
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}
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},
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freeSurface: function(surf) {
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_free(SDL.surfaces[surf].buffer);
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_free(SDL.surfaces[surf].pixelFormat);
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@ -19,38 +19,6 @@
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})(),
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canvas: document.getElementById('canvas')
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};
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// Define the 2D and WebGL contexts lazily, because a canvas can only
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// have one context type.
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Module.__defineGetter__("ctx2D", function() {
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try {
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var ctx = Module.canvas.getContext('2d');
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if (!ctx) throw 'Could not create canvas :(';
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delete Module["ctxGL"];
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Module.__defineGetter__("ctxGL", function() {
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throw 'Could not create a WebGL context for a 2D canvas :(';
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});
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delete Module["ctx2D"];
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return Module["ctx2D"] = ctx;
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} catch (e) {
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Module.print('(canvas not available)');
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return null;
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}
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});
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Module.__defineGetter__("ctxGL", function() {
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try {
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var ctx = Module.canvas.getContext('experimental-webgl');
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if (!ctx) throw 'Could not create canvas :(';
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delete Module["ctx2D"];
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Module.__defineGetter__("ctx2D", function() {
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throw 'Could not create a 2D context for a WebGL canvas :(';
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});
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delete Module["ctxGL"];
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return Module["ctxGL"] = ctx;
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} catch (e) {
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Module.print('(canvas not available)');
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return null;
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}
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});
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// The compiled code
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{{{ SCRIPT_CODE }}}
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