| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| var WebGLTestUtils = (function() { |
| "use strict"; |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var log = function(msg) { |
| bufferedLogToConsole(msg); |
| }; |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var error = function(msg) { |
| // For the time being, diverting this to window.console.log rather |
| // than window.console.error. If anyone cares enough they can |
| // generalize the mechanism in js-test-pre.js. |
| log(msg); |
| }; |
| |
| /** |
| * Turn off all logging. |
| */ |
| var loggingOff = function() { |
| log = function() {}; |
| error = function() {}; |
| }; |
| |
| /** |
| * Converts a WebGL enum to a string. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} value The enum value. |
| * @return {string} The enum as a string. |
| */ |
| var glEnumToString = function(gl, value) { |
| // Avoid returning "NO_ERROR" if the arguments are totally wrong. |
| if (gl.NO_ERROR === undefined || value === undefined) { |
| return undefined; |
| } |
| // Optimization for the most common enum: |
| if (value === gl.NO_ERROR) { |
| return "NO_ERROR"; |
| } |
| for (var p in gl) { |
| if (gl[p] == value) { |
| if (p == 'drawingBufferWidth' || p == 'drawingBufferHeight') { |
| continue; |
| } |
| return p; |
| } |
| } |
| return "0x" + Number(value).toString(16); |
| }; |
| |
| var lastError = ""; |
| |
| /** |
| * Returns the last compiler/linker error. |
| * @return {string} The last compiler/linker error. |
| */ |
| var getLastError = function() { |
| return lastError; |
| }; |
| |
| /** |
| * Whether a haystack ends with a needle. |
| * @param {string} haystack String to search |
| * @param {string} needle String to search for. |
| * @param {boolean} True if haystack ends with needle. |
| */ |
| var endsWith = function(haystack, needle) { |
| return haystack.substr(haystack.length - needle.length) === needle; |
| }; |
| |
| /** |
| * Whether a haystack starts with a needle. |
| * @param {string} haystack String to search |
| * @param {string} needle String to search for. |
| * @param {boolean} True if haystack starts with needle. |
| */ |
| var startsWith = function(haystack, needle) { |
| return haystack.substr(0, needle.length) === needle; |
| }; |
| |
| /** |
| * A vertex shader for a single texture. |
| * @type {string} |
| */ |
| var simpleTextureVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'attribute vec2 texCoord0;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| ' texCoord = texCoord0;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a single texture. |
| * @type {string} |
| */ |
| var simpleTextureFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform sampler2D tex;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_FragData[0] = texture2D(tex, texCoord);', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a single cube map texture. |
| * @type {string} |
| */ |
| var simpleCubeMapTextureFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform samplerCube tex;', |
| 'uniform highp int face;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| // Transform [0, 1] -> [-1, 1] |
| ' vec2 texC2 = (texCoord * 2.) - 1.;', |
| // Transform 2d tex coord. to each face of TEXTURE_CUBE_MAP coord. |
| ' vec3 texCube = vec3(0., 0., 0.);', |
| ' if (face == 34069) {', // TEXTURE_CUBE_MAP_POSITIVE_X |
| ' texCube = vec3(1., -texC2.y, -texC2.x);', |
| ' } else if (face == 34070) {', // TEXTURE_CUBE_MAP_NEGATIVE_X |
| ' texCube = vec3(-1., -texC2.y, texC2.x);', |
| ' } else if (face == 34071) {', // TEXTURE_CUBE_MAP_POSITIVE_Y |
| ' texCube = vec3(texC2.x, 1., texC2.y);', |
| ' } else if (face == 34072) {', // TEXTURE_CUBE_MAP_NEGATIVE_Y |
| ' texCube = vec3(texC2.x, -1., -texC2.y);', |
| ' } else if (face == 34073) {', // TEXTURE_CUBE_MAP_POSITIVE_Z |
| ' texCube = vec3(texC2.x, -texC2.y, 1.);', |
| ' } else if (face == 34074) {', // TEXTURE_CUBE_MAP_NEGATIVE_Z |
| ' texCube = vec3(-texC2.x, -texC2.y, -1.);', |
| ' }', |
| ' gl_FragData[0] = textureCube(tex, texCube);', |
| '}'].join('\n'); |
| |
| /** |
| * A vertex shader for a single texture. |
| * @type {string} |
| */ |
| var noTexCoordTextureVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| ' texCoord = vPosition.xy * 0.5 + 0.5;', |
| '}'].join('\n'); |
| |
| /** |
| * A vertex shader for a uniform color. |
| * @type {string} |
| */ |
| var simpleVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a uniform color. |
| * @type {string} |
| */ |
| var simpleColorFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform vec4 u_color;', |
| 'void main() {', |
| ' gl_FragData[0] = u_color;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a uniform color. |
| * @type {string} |
| */ |
| var simpleColorFragmentShaderESSL300 = [ |
| '#version 300 es', |
| 'precision mediump float;', |
| 'out vec4 out_color;', |
| 'uniform vec4 u_color;', |
| 'void main() {', |
| ' out_color = u_color;', |
| '}'].join('\n'); |
| |
| /** |
| * A vertex shader for vertex colors. |
| * @type {string} |
| */ |
| var simpleVertexColorVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'attribute vec4 a_color;', |
| 'varying vec4 v_color;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| ' v_color = a_color;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for vertex colors. |
| * @type {string} |
| */ |
| var simpleVertexColorFragmentShader = [ |
| 'precision mediump float;', |
| 'varying vec4 v_color;', |
| 'void main() {', |
| ' gl_FragData[0] = v_color;', |
| '}'].join('\n'); |
| |
| /** |
| * Creates a program, attaches shaders, binds attrib locations, links the |
| * program and calls useProgram. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<!WebGLShader|string>} shaders The shaders to |
| * attach, or the source, or the id of a script to get |
| * the source from. |
| * @param {!Array.<string>} opt_attribs The attribs names. |
| * @param {!Array.<number>} opt_locations The locations for the attribs. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| */ |
| var setupProgram = function( |
| gl, shaders, opt_attribs, opt_locations, opt_logShaders) { |
| var realShaders = []; |
| var program = gl.createProgram(); |
| var shaderCount = 0; |
| for (var ii = 0; ii < shaders.length; ++ii) { |
| var shader = shaders[ii]; |
| var shaderType = undefined; |
| if (typeof shader == 'string') { |
| var element = document.getElementById(shader); |
| if (element) { |
| if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment") |
| shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER; |
| shader = loadShaderFromScript(gl, shader, shaderType, undefined, opt_logShaders); |
| } else if (endsWith(shader, ".vert")) { |
| shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER, undefined, opt_logShaders); |
| } else if (endsWith(shader, ".frag")) { |
| shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER, undefined, opt_logShaders); |
| } else { |
| shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER, undefined, opt_logShaders); |
| } |
| } else if (opt_logShaders) { |
| throw 'Shader source logging requested but no shader source provided'; |
| } |
| if (shader) { |
| ++shaderCount; |
| gl.attachShader(program, shader); |
| } |
| } |
| if (shaderCount != 2) { |
| error("Error in compiling shader"); |
| return null; |
| } |
| if (opt_attribs) { |
| for (var ii = 0; ii < opt_attribs.length; ++ii) { |
| gl.bindAttribLocation( |
| program, |
| opt_locations ? opt_locations[ii] : ii, |
| opt_attribs[ii]); |
| } |
| } |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| if (!linked) { |
| // something went wrong with the link |
| lastError = gl.getProgramInfoLog (program); |
| error("Error in program linking:" + lastError); |
| |
| gl.deleteProgram(program); |
| return null; |
| } |
| |
| gl.useProgram(program); |
| return program; |
| }; |
| |
| /** |
| * Creates a program, attaches shader, sets up trasnform feedback varyings, |
| * binds attrib locations, links the program and calls useProgram. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<!WebGLShader|string>} shaders The shaders to |
| * attach, or the source, or the id of a script to get |
| * the source from. |
| * @param {!Array.<string>} varyings The transform feedback varying names. |
| * @param {number} bufferMode The mode used to capture the varying variables. |
| * @param {!Array.<string>} opt_attribs The attribs names. |
| * @param {!Array.<number>} opt_locations The locations for the attribs. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| */ |
| var setupTransformFeedbackProgram = function( |
| gl, shaders, varyings, bufferMode, opt_attribs, opt_locations, opt_logShaders, opt_skipCompileStatus) { |
| var realShaders = []; |
| var program = gl.createProgram(); |
| var shaderCount = 0; |
| for (var ii = 0; ii < shaders.length; ++ii) { |
| var shader = shaders[ii]; |
| var shaderType = undefined; |
| if (typeof shader == 'string') { |
| var element = document.getElementById(shader); |
| if (element) { |
| if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment") |
| shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER; |
| shader = loadShaderFromScript(gl, shader, shaderType, undefined, opt_logShaders, opt_skipCompileStatus); |
| } else if (endsWith(shader, ".vert")) { |
| shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER, undefined, opt_logShaders, opt_skipCompileStatus); |
| } else if (endsWith(shader, ".frag")) { |
| shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER, undefined, opt_logShaders, opt_skipCompileStatus); |
| } else { |
| shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER, undefined, opt_logShaders, undefined, undefined, opt_skipCompileStatus); |
| } |
| } else if (opt_logShaders) { |
| throw 'Shader source logging requested but no shader source provided'; |
| } |
| if (shader) { |
| ++shaderCount; |
| gl.attachShader(program, shader); |
| } |
| } |
| if (shaderCount != 2) { |
| error("Error in compiling shader"); |
| return null; |
| } |
| |
| if (opt_attribs) { |
| for (var ii = 0; ii < opt_attribs.length; ++ii) { |
| gl.bindAttribLocation( |
| program, |
| opt_locations ? opt_locations[ii] : ii, |
| opt_attribs[ii]); |
| } |
| } |
| |
| gl.transformFeedbackVaryings(program, varyings, bufferMode); |
| |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| if (!linked) { |
| // something went wrong with the link |
| lastError = gl.getProgramInfoLog (program); |
| error("Error in program linking:" + lastError); |
| |
| gl.deleteProgram(program); |
| return null; |
| } |
| |
| gl.useProgram(program); |
| return program; |
| }; |
| |
| /** |
| * Creates a simple texture program. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @return {WebGLProgram} |
| */ |
| var setupNoTexCoordTextureProgram = function(gl) { |
| return setupProgram(gl, |
| [noTexCoordTextureVertexShader, simpleTextureFragmentShader], |
| ['vPosition'], |
| [0]); |
| }; |
| |
| /** |
| * Creates a simple texture program. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @return {WebGLProgram} |
| */ |
| var setupSimpleTextureProgram = function( |
| gl, opt_positionLocation, opt_texcoordLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| opt_texcoordLocation = opt_texcoordLocation || 1; |
| return setupProgram(gl, |
| [simpleTextureVertexShader, simpleTextureFragmentShader], |
| ['vPosition', 'texCoord0'], |
| [opt_positionLocation, opt_texcoordLocation]); |
| }; |
| |
| /** |
| * Creates a simple cube map texture program. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @return {WebGLProgram} |
| */ |
| var setupSimpleCubeMapTextureProgram = function( |
| gl, opt_positionLocation, opt_texcoordLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| opt_texcoordLocation = opt_texcoordLocation || 1; |
| return setupProgram(gl, |
| [simpleTextureVertexShader, simpleCubeMapTextureFragmentShader], |
| ['vPosition', 'texCoord0'], |
| [opt_positionLocation, opt_texcoordLocation]); |
| }; |
| |
| /** |
| * Creates a simple vertex color program. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_vertexColorLocation The attrib location |
| * for vertex colors. |
| * @return {WebGLProgram} |
| */ |
| var setupSimpleVertexColorProgram = function( |
| gl, opt_positionLocation, opt_vertexColorLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| opt_vertexColorLocation = opt_vertexColorLocation || 1; |
| return setupProgram(gl, |
| [simpleVertexColorVertexShader, simpleVertexColorFragmentShader], |
| ['vPosition', 'a_color'], |
| [opt_positionLocation, opt_vertexColorLocation]); |
| }; |
| |
| /** |
| * Creates a simple color program. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @return {WebGLProgram} |
| */ |
| var setupSimpleColorProgram = function(gl, opt_positionLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| return setupProgram(gl, |
| [simpleVertexShader, simpleColorFragmentShader], |
| ['vPosition'], |
| [opt_positionLocation]); |
| }; |
| |
| /** |
| * Creates buffers for a textured unit quad and attaches them to vertex attribs. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @param {!Object} various options. See setupQuad for details. |
| * @return {!Array.<WebGLBuffer>} The buffer objects that were |
| * created. |
| */ |
| var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation, options) { |
| return setupQuadWithTexCoords(gl, [ 0.0, 0.0 ], [ 1.0, 1.0 ], |
| opt_positionLocation, opt_texcoordLocation, |
| options); |
| }; |
| |
| /** |
| * Creates buffers for a textured quad with specified lower left |
| * and upper right texture coordinates, and attaches them to vertex |
| * attribs. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. |
| * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @param {!Object} various options. See setupQuad for details. |
| * @return {!Array.<WebGLBuffer>} The buffer objects that were |
| * created. |
| */ |
| var setupQuadWithTexCoords = function( |
| gl, lowerLeftTexCoords, upperRightTexCoords, |
| opt_positionLocation, opt_texcoordLocation, options) { |
| var defaultOptions = { |
| positionLocation: opt_positionLocation || 0, |
| texcoordLocation: opt_texcoordLocation || 1, |
| lowerLeftTexCoords: lowerLeftTexCoords, |
| upperRightTexCoords: upperRightTexCoords |
| }; |
| if (options) { |
| for (var prop in options) { |
| defaultOptions[prop] = options[prop] |
| } |
| } |
| return setupQuad(gl, defaultOptions); |
| }; |
| |
| /** |
| * Makes a quad with various options. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Object} options |
| * |
| * scale: scale to multiply unit quad values by. default 1.0. |
| * positionLocation: attribute location for position. |
| * texcoordLocation: attribute location for texcoords. |
| * If this does not exist no texture coords are created. |
| * lowerLeftTexCoords: an array of 2 values for the |
| * lowerLeftTexCoords. |
| * upperRightTexCoords: an array of 2 values for the |
| * upperRightTexCoords. |
| */ |
| var setupQuad = function(gl, options) { |
| var positionLocation = options.positionLocation || 0; |
| var scale = options.scale || 1; |
| |
| var objects = []; |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0 * scale , 1.0 * scale, |
| -1.0 * scale , 1.0 * scale, |
| -1.0 * scale , -1.0 * scale, |
| 1.0 * scale , 1.0 * scale, |
| -1.0 * scale , -1.0 * scale, |
| 1.0 * scale , -1.0 * scale]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(positionLocation); |
| gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); |
| objects.push(vertexObject); |
| |
| if (options.texcoordLocation !== undefined) { |
| var llx = options.lowerLeftTexCoords[0]; |
| var lly = options.lowerLeftTexCoords[1]; |
| var urx = options.upperRightTexCoords[0]; |
| var ury = options.upperRightTexCoords[1]; |
| |
| vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| urx, ury, |
| llx, ury, |
| llx, lly, |
| urx, ury, |
| llx, lly, |
| urx, lly]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(options.texcoordLocation); |
| gl.vertexAttribPointer(options.texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
| objects.push(vertexObject); |
| } |
| |
| return objects; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a textured quad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for |
| * position. Default = 0. |
| * @param {number} opt_texcoordLocation The attrib location for |
| * texture coords. Default = 1. |
| * @param {!Object} various options. See setupQuad for details. |
| * @return {!WebGLProgram} |
| */ |
| var setupTexturedQuad = function( |
| gl, opt_positionLocation, opt_texcoordLocation, options) { |
| var program = setupSimpleTextureProgram( |
| gl, opt_positionLocation, opt_texcoordLocation); |
| setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation, options); |
| return program; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a color quad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {!Object} various options. See setupQuad for details. |
| * @return {!WebGLProgram} |
| */ |
| var setupColorQuad = function(gl, opt_positionLocation, options) { |
| opt_positionLocation = opt_positionLocation || 0; |
| var program = setupSimpleColorProgram(gl, opt_positionLocation); |
| setupUnitQuad(gl, opt_positionLocation, 0, options); |
| return program; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a textured quad with |
| * specified lower left and upper right texture coordinates. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. |
| * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @return {!WebGLProgram} |
| */ |
| var setupTexturedQuadWithTexCoords = function( |
| gl, lowerLeftTexCoords, upperRightTexCoords, |
| opt_positionLocation, opt_texcoordLocation) { |
| var program = setupSimpleTextureProgram( |
| gl, opt_positionLocation, opt_texcoordLocation); |
| setupQuadWithTexCoords(gl, lowerLeftTexCoords, upperRightTexCoords, |
| opt_positionLocation, opt_texcoordLocation); |
| return program; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a textured quad with |
| * a cube map texture. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} opt_positionLocation The attrib location for |
| * position. Default = 0. |
| * @param {number} opt_texcoordLocation The attrib location for |
| * texture coords. Default = 1. |
| * @return {!WebGLProgram} |
| */ |
| var setupTexturedQuadWithCubeMap = function( |
| gl, opt_positionLocation, opt_texcoordLocation) { |
| var program = setupSimpleCubeMapTextureProgram( |
| gl, opt_positionLocation, opt_texcoordLocation); |
| setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation, undefined); |
| return program; |
| }; |
| |
| /** |
| * Creates a unit quad with only positions of a given resolution. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} gridRes The resolution of the mesh grid, |
| * expressed in the number of quads across and down. |
| * @param {number} opt_positionLocation The attrib location for position. |
| */ |
| var setupIndexedQuad = function ( |
| gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { |
| return setupIndexedQuadWithOptions(gl, |
| { gridRes: gridRes, |
| positionLocation: opt_positionLocation, |
| flipOddTriangles: opt_flipOddTriangles |
| }); |
| }; |
| |
| /** |
| * Creates a quad with various options. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Object} options The options. See below. |
| * @return {!Array.<WebGLBuffer>} The created buffers. |
| * [positions, <colors>, indices] |
| * |
| * Options: |
| * gridRes: number of quads across and down grid. |
| * positionLocation: attrib location for position |
| * flipOddTriangles: reverse order of vertices of every other |
| * triangle |
| * positionOffset: offset added to each vertex |
| * positionMult: multipier for each vertex |
| * colorLocation: attrib location for vertex colors. If |
| * undefined no vertex colors will be created. |
| */ |
| var setupIndexedQuadWithOptions = function (gl, options) { |
| var positionLocation = options.positionLocation || 0; |
| var objects = []; |
| |
| var gridRes = options.gridRes || 1; |
| var positionOffset = options.positionOffset || 0; |
| var positionMult = options.positionMult || 1; |
| var vertsAcross = gridRes + 1; |
| var numVerts = vertsAcross * vertsAcross; |
| var positions = new Float32Array(numVerts * 3); |
| var indices = new Uint16Array(6 * gridRes * gridRes); |
| var poffset = 0; |
| |
| for (var yy = 0; yy <= gridRes; ++yy) { |
| for (var xx = 0; xx <= gridRes; ++xx) { |
| positions[poffset + 0] = (-1 + 2 * xx / gridRes) * positionMult + positionOffset; |
| positions[poffset + 1] = (-1 + 2 * yy / gridRes) * positionMult + positionOffset; |
| positions[poffset + 2] = 0; |
| |
| poffset += 3; |
| } |
| } |
| |
| var buf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
| gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(positionLocation); |
| gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
| objects.push(buf); |
| |
| if (options.colorLocation !== undefined) { |
| var colors = new Float32Array(numVerts * 4); |
| for (var yy = 0; yy <= gridRes; ++yy) { |
| for (var xx = 0; xx <= gridRes; ++xx) { |
| if (options.color !== undefined) { |
| colors[poffset + 0] = options.color[0]; |
| colors[poffset + 1] = options.color[1]; |
| colors[poffset + 2] = options.color[2]; |
| colors[poffset + 3] = options.color[3]; |
| } else { |
| colors[poffset + 0] = xx / gridRes; |
| colors[poffset + 1] = yy / gridRes; |
| colors[poffset + 2] = (xx / gridRes) * (yy / gridRes); |
| colors[poffset + 3] = (yy % 2) * 0.5 + 0.5; |
| } |
| poffset += 4; |
| } |
| } |
| |
| buf = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
| gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(options.colorLocation); |
| gl.vertexAttribPointer(options.colorLocation, 4, gl.FLOAT, false, 0, 0); |
| objects.push(buf); |
| } |
| |
| var tbase = 0; |
| for (var yy = 0; yy < gridRes; ++yy) { |
| var index = yy * vertsAcross; |
| for (var xx = 0; xx < gridRes; ++xx) { |
| indices[tbase + 0] = index + 0; |
| indices[tbase + 1] = index + 1; |
| indices[tbase + 2] = index + vertsAcross; |
| indices[tbase + 3] = index + vertsAcross; |
| indices[tbase + 4] = index + 1; |
| indices[tbase + 5] = index + vertsAcross + 1; |
| |
| if (options.flipOddTriangles) { |
| indices[tbase + 4] = index + vertsAcross + 1; |
| indices[tbase + 5] = index + 1; |
| } |
| |
| index += 1; |
| tbase += 6; |
| } |
| } |
| |
| buf = gl.createBuffer(); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| objects.push(buf); |
| |
| return objects; |
| }; |
| |
| /** |
| * Returns the constructor for a typed array that corresponds to the given |
| * WebGL type. |
| * @param {!WebGLRenderingContext} gl A WebGLRenderingContext. |
| * @param {number} type The WebGL type (eg, gl.UNSIGNED_BYTE) |
| * @return {!Constructor} The typed array constructor that |
| * corresponds to the given type. |
| */ |
| var glTypeToTypedArrayType = function(gl, type) { |
| switch (type) { |
| case gl.BYTE: |
| return window.Int8Array; |
| case gl.UNSIGNED_BYTE: |
| return window.Uint8Array; |
| case gl.SHORT: |
| return window.Int16Array; |
| case gl.UNSIGNED_SHORT: |
| case gl.UNSIGNED_SHORT_5_6_5: |
| case gl.UNSIGNED_SHORT_4_4_4_4: |
| case gl.UNSIGNED_SHORT_5_5_5_1: |
| return window.Uint16Array; |
| case gl.INT: |
| return window.Int32Array; |
| case gl.UNSIGNED_INT: |
| case gl.UNSIGNED_INT_5_9_9_9_REV: |
| case gl.UNSIGNED_INT_10F_11F_11F_REV: |
| case gl.UNSIGNED_INT_2_10_10_10_REV: |
| case gl.UNSIGNED_INT_24_8: |
| return window.Uint32Array; |
| case gl.HALF_FLOAT: |
| case 0x8D61: // HALF_FLOAT_OES |
| return window.Uint16Array; |
| case gl.FLOAT: |
| return window.Float32Array; |
| default: |
| throw 'unknown gl type ' + glEnumToString(gl, type); |
| } |
| }; |
| |
| /** |
| * Returns the number of bytes per component for a given WebGL type. |
| * @param {!WebGLRenderingContext} gl A WebGLRenderingContext. |
| * @param {GLenum} type The WebGL type (eg, gl.UNSIGNED_BYTE) |
| * @return {number} The number of bytes per component. |
| */ |
| var getBytesPerComponent = function(gl, type) { |
| switch (type) { |
| case gl.BYTE: |
| case gl.UNSIGNED_BYTE: |
| return 1; |
| case gl.SHORT: |
| case gl.UNSIGNED_SHORT: |
| case gl.UNSIGNED_SHORT_5_6_5: |
| case gl.UNSIGNED_SHORT_4_4_4_4: |
| case gl.UNSIGNED_SHORT_5_5_5_1: |
| case gl.HALF_FLOAT: |
| case 0x8D61: // HALF_FLOAT_OES |
| return 2; |
| case gl.INT: |
| case gl.UNSIGNED_INT: |
| case gl.UNSIGNED_INT_5_9_9_9_REV: |
| case gl.UNSIGNED_INT_10F_11F_11F_REV: |
| case gl.UNSIGNED_INT_2_10_10_10_REV: |
| case gl.UNSIGNED_INT_24_8: |
| case gl.FLOAT: |
| return 4; |
| default: |
| throw 'unknown gl type ' + glEnumToString(gl, type); |
| } |
| }; |
| |
| /** |
| * Returns the number of typed array elements per pixel for a given WebGL |
| * format/type combination. The corresponding typed array type can be determined |
| * by calling glTypeToTypedArrayType. |
| * @param {!WebGLRenderingContext} gl A WebGLRenderingContext. |
| * @param {GLenum} format The WebGL format (eg, gl.RGBA) |
| * @param {GLenum} type The WebGL type (eg, gl.UNSIGNED_BYTE) |
| * @return {number} The number of typed array elements per pixel. |
| */ |
| var getTypedArrayElementsPerPixel = function(gl, format, type) { |
| switch (type) { |
| case gl.UNSIGNED_SHORT_5_6_5: |
| case gl.UNSIGNED_SHORT_4_4_4_4: |
| case gl.UNSIGNED_SHORT_5_5_5_1: |
| return 1; |
| case gl.UNSIGNED_BYTE: |
| break; |
| default: |
| throw 'not a gl type for color information ' + glEnumToString(gl, type); |
| } |
| |
| switch (format) { |
| case gl.RGBA: |
| return 4; |
| case gl.RGB: |
| return 3; |
| case gl.LUMINANCE_ALPHA: |
| return 2; |
| case gl.LUMINANCE: |
| case gl.ALPHA: |
| return 1; |
| default: |
| throw 'unknown gl format ' + glEnumToString(gl, format); |
| } |
| }; |
| |
| /** |
| * Fills the given texture with a solid color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!WebGLTexture} tex The texture to fill. |
| * @param {number} width The width of the texture to create. |
| * @param {number} height The height of the texture to create. |
| * @param {!Array.<number>} color The color to fill with. |
| * where each element is in the range 0 to 255. |
| * @param {number} opt_level The level of the texture to fill. Default = 0. |
| * @param {number} opt_format The format for the texture. |
| * @param {number} opt_internalFormat The internal format for the texture. |
| */ |
| var fillTexture = function(gl, tex, width, height, color, opt_level, opt_format, opt_type, opt_internalFormat) { |
| opt_level = opt_level || 0; |
| opt_format = opt_format || gl.RGBA; |
| opt_type = opt_type || gl.UNSIGNED_BYTE; |
| opt_internalFormat = opt_internalFormat || opt_format; |
| var pack = gl.getParameter(gl.UNPACK_ALIGNMENT); |
| var numComponents = color.length; |
| var bytesPerComponent = getBytesPerComponent(gl, opt_type); |
| var rowSize = numComponents * width * bytesPerComponent; |
| // See equation 3.10 in ES 2.0 spec and equation 3.13 in ES 3.0 spec for paddedRowLength calculation. |
| // k is paddedRowLength. |
| // n is numComponents. |
| // l is width. |
| // a is pack. |
| // s is bytesPerComponent. |
| var paddedRowLength; |
| if (bytesPerComponent >= pack) |
| paddedRowLength = numComponents * width; |
| else |
| paddedRowLength = Math.floor((rowSize + pack - 1) / pack) * pack / bytesPerComponent; |
| var size = width * numComponents + (height - 1) * paddedRowLength; |
| var buf = new (glTypeToTypedArrayType(gl, opt_type))(size); |
| for (var yy = 0; yy < height; ++yy) { |
| var off = yy * paddedRowLength; |
| for (var xx = 0; xx < width; ++xx) { |
| for (var jj = 0; jj < numComponents; ++jj) { |
| buf[off++] = color[jj]; |
| } |
| } |
| } |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D( |
| gl.TEXTURE_2D, opt_level, opt_internalFormat, width, height, 0, |
| opt_format, opt_type, buf); |
| }; |
| |
| /** |
| * Creates a texture and fills it with a solid color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} width The width of the texture to create. |
| * @param {number} height The height of the texture to create. |
| * @param {!Array.<number>} color The color to fill with. A 4 element array |
| * where each element is in the range 0 to 255. |
| * @return {!WebGLTexture} |
| */ |
| var createColoredTexture = function(gl, width, height, color) { |
| var tex = gl.createTexture(); |
| fillTexture(gl, tex, width, height, color); |
| return tex; |
| }; |
| |
| var ubyteToFloat = function(c) { |
| return c / 255; |
| }; |
| |
| var ubyteColorToFloatColor = function(color) { |
| var floatColor = []; |
| for (var ii = 0; ii < color.length; ++ii) { |
| floatColor[ii] = ubyteToFloat(color[ii]); |
| } |
| return floatColor; |
| }; |
| |
| /** |
| * Sets the "u_color" uniform of the current program to color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} color 4 element array of 0-1 color |
| * components. |
| */ |
| var setFloatDrawColor = function(gl, color) { |
| var program = gl.getParameter(gl.CURRENT_PROGRAM); |
| var colorLocation = gl.getUniformLocation(program, "u_color"); |
| gl.uniform4fv(colorLocation, color); |
| }; |
| |
| /** |
| * Sets the "u_color" uniform of the current program to color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} color 4 element array of 0-255 color |
| * components. |
| */ |
| var setUByteDrawColor = function(gl, color) { |
| setFloatDrawColor(gl, ubyteColorToFloatColor(color)); |
| }; |
| |
| /** |
| * Draws a previously setup quad in the given color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} color The color to draw with. A 4 |
| * element array where each element is in the range 0 to |
| * 1. |
| */ |
| var drawFloatColorQuad = function(gl, color) { |
| var program = gl.getParameter(gl.CURRENT_PROGRAM); |
| var colorLocation = gl.getUniformLocation(program, "u_color"); |
| gl.uniform4fv(colorLocation, color); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| }; |
| |
| |
| /** |
| * Draws a previously setup quad in the given color. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} color The color to draw with. A 4 |
| * element array where each element is in the range 0 to |
| * 255. |
| */ |
| var drawUByteColorQuad = function(gl, color) { |
| drawFloatColorQuad(gl, ubyteColorToFloatColor(color)); |
| }; |
| |
| /** |
| * Draws a previously setupUnitQuad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| */ |
| var drawUnitQuad = function(gl) { |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| }; |
| |
| var dummySetProgramAndDrawNothing = function(gl) { |
| if (!gl._wtuDummyProgram) { |
| gl._wtuDummyProgram = setupProgram(gl, [ |
| "void main() { gl_Position = vec4(0.0); }", |
| "void main() { gl_FragColor = vec4(0.0); }" |
| ], [], []); |
| } |
| gl.useProgram(gl._wtuDummyProgram); |
| gl.drawArrays(gl.TRIANGLES, 0, 3); |
| }; |
| |
| /** |
| * Clears then Draws a previously setupUnitQuad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!Array.<number>} opt_color The color to fill clear with before |
| * drawing. A 4 element array where each element is in the range 0 to |
| * 255. Default [255, 255, 255, 255] |
| */ |
| var clearAndDrawUnitQuad = function(gl, opt_color) { |
| opt_color = opt_color || [255, 255, 255, 255]; |
| gl.clearColor( |
| opt_color[0] / 255, |
| opt_color[1] / 255, |
| opt_color[2] / 255, |
| opt_color[3] / 255); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| drawUnitQuad(gl); |
| }; |
| |
| /** |
| * Draws a quad previously setup with setupIndexedQuad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} gridRes Resolution of grid. |
| */ |
| var drawIndexedQuad = function(gl, gridRes) { |
| gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0); |
| }; |
| |
| /** |
| * Draws a previously setupIndexedQuad |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number} gridRes Resolution of grid. |
| * @param {!Array.<number>} opt_color The color to fill clear with before |
| * drawing. A 4 element array where each element is in the range 0 to |
| * 255. Default [255, 255, 255, 255] |
| */ |
| var clearAndDrawIndexedQuad = function(gl, gridRes, opt_color) { |
| opt_color = opt_color || [255, 255, 255, 255]; |
| gl.clearColor( |
| opt_color[0] / 255, |
| opt_color[1] / 255, |
| opt_color[2] / 255, |
| opt_color[3] / 255); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| drawIndexedQuad(gl, gridRes); |
| }; |
| |
| /** |
| * Clips a range to min, max |
| * (Eg. clipToRange(-5,7,0,20) would return {value:0,extent:2} |
| * @param {number} value start of range |
| * @param {number} extent extent of range |
| * @param {number} min min. |
| * @param {number} max max. |
| * @return {!{value:number,extent:number}} The clipped value. |
| */ |
| var clipToRange = function(value, extent, min, max) { |
| if (value < min) { |
| extent -= min - value; |
| value = min; |
| } |
| var end = value + extent; |
| if (end > max) { |
| extent -= end - max; |
| } |
| if (extent < 0) { |
| value = max; |
| extent = 0; |
| } |
| return {value:value, extent: extent}; |
| }; |
| |
| /** |
| * Determines if the passed context is an instance of a WebGLRenderingContext |
| * or later variant (like WebGL2RenderingContext) |
| * @param {CanvasRenderingContext} ctx The context to check. |
| */ |
| var isWebGLContext = function(ctx) { |
| if (ctx instanceof WebGLRenderingContext) |
| return true; |
| |
| if ('WebGL2RenderingContext' in window && ctx instanceof WebGL2RenderingContext) |
| return true; |
| |
| return false; |
| }; |
| |
| /** |
| * Creates a check rect is used by checkCanvasRects. |
| * @param {number} x left corner of region to check. |
| * @param {number} y bottom corner of region to check in case of checking from |
| * a GL context or top corner in case of checking from a 2D context. |
| * @param {number} width width of region to check. |
| * @param {number} height width of region to check. |
| * @param {!Array.<number>} color The color expected. A 4 element array where |
| * each element is in the range 0 to 255. |
| * @param {string} opt_msg Message to associate with success. Eg |
| * ("should be red"). |
| * @param {number} opt_errorRange Optional. Acceptable error in |
| * color checking. 0 by default. |
| */ |
| var makeCheckRect = function(x, y, width, height, color, msg, errorRange) { |
| var rect = { |
| 'x': x, 'y': y, |
| 'width': width, 'height': height, |
| 'color': color, 'msg': msg, |
| 'errorRange': errorRange, |
| |
| 'checkRect': function (buf, l, b, w) { |
| for (var px = (x - l) ; px < (x + width - l) ; ++px) { |
| for (var py = (y - b) ; py < (y + height - b) ; ++py) { |
| var offset = (py * w + px) * 4; |
| for (var j = 0; j < color.length; ++j) { |
| if (Math.abs(buf[offset + j] - color[j]) > errorRange) { |
| testFailed(msg); |
| var was = buf[offset + 0].toString(); |
| for (j = 1; j < color.length; ++j) { |
| was += "," + buf[offset + j]; |
| } |
| debug('at (' + px + ', ' + py + |
| ') expected: ' + color + ' was ' + was); |
| return; |
| } |
| } |
| } |
| } |
| testPassed(msg); |
| } |
| } |
| return rect; |
| }; |
| |
| /** |
| * Checks that a portions of a canvas or the currently attached framebuffer is 1 color. |
| * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
| * WebGLRenderingContext or 2D context to use. |
| * @param {!Array.<checkRect>} array of rects to check for matching color. |
| */ |
| var checkCanvasRects = function(gl, rects) { |
| if (rects.length > 0) { |
| var left = rects[0].x; |
| var right = rects[0].x + rects[1].width; |
| var bottom = rects[0].y; |
| var top = rects[0].y + rects[0].height; |
| for (var i = 1; i < rects.length; ++i) { |
| left = Math.min(left, rects[i].x); |
| right = Math.max(right, rects[i].x + rects[i].width); |
| bottom = Math.min(bottom, rects[i].y); |
| top = Math.max(top, rects[i].y + rects[i].height); |
| } |
| var width = right - left; |
| var height = top - bottom; |
| var buf = new Uint8Array(width * height * 4); |
| gl.readPixels(left, bottom, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| for (var i = 0; i < rects.length; ++i) { |
| rects[i].checkRect(buf, left, bottom, width); |
| } |
| } |
| }; |
| |
| /** |
| * Checks that a portion of a canvas or the currently attached framebuffer is 1 color. |
| * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
| * WebGLRenderingContext or 2D context to use. |
| * @param {number} x left corner of region to check. |
| * @param {number} y bottom corner of region to check in case of checking from |
| * a GL context or top corner in case of checking from a 2D context. |
| * @param {number} width width of region to check. |
| * @param {number} height width of region to check. |
| * @param {!Array.<number>} color The color expected. A 4 element array where |
| * each element is in the range 0 to 255. |
| * @param {number} opt_errorRange Optional. Acceptable error in |
| * color checking. 0 by default. |
| * @param {!function()} sameFn Function to call if all pixels |
| * are the same as color. |
| * @param {!function()} differentFn Function to call if a pixel |
| * is different than color |
| * @param {!function()} logFn Function to call for logging. |
| * @param {TypedArray} opt_readBackBuf optional buffer to read back into. |
| * Typically passed to either reuse buffer, or support readbacks from |
| * floating-point framebuffers. |
| * @param {GLenum} opt_readBackType optional read back type, defaulting to |
| * gl.UNSIGNED_BYTE. Can be used to support readback from floating-point |
| * framebuffers. |
| */ |
| var checkCanvasRectColor = function(gl, x, y, width, height, color, opt_errorRange, sameFn, differentFn, logFn, opt_readBackBuf, opt_readBackType) { |
| if (isWebGLContext(gl) && !gl.getParameter(gl.FRAMEBUFFER_BINDING)) { |
| // We're reading the backbuffer so clip. |
| var xr = clipToRange(x, width, 0, gl.canvas.width); |
| var yr = clipToRange(y, height, 0, gl.canvas.height); |
| if (!xr.extent || !yr.extent) { |
| logFn("checking rect: effective width or height is zero"); |
| sameFn(); |
| return; |
| } |
| x = xr.value; |
| y = yr.value; |
| width = xr.extent; |
| height = yr.extent; |
| } |
| var errorRange = opt_errorRange || 0; |
| if (!errorRange.length) { |
| errorRange = [errorRange, errorRange, errorRange, errorRange] |
| } |
| var buf; |
| if (isWebGLContext(gl)) { |
| buf = opt_readBackBuf ? opt_readBackBuf : new Uint8Array(width * height * 4); |
| var readBackType = opt_readBackType ? opt_readBackType : gl.UNSIGNED_BYTE; |
| gl.readPixels(x, y, width, height, gl.RGBA, readBackType, buf); |
| } else { |
| buf = gl.getImageData(x, y, width, height).data; |
| } |
| for (var i = 0; i < width * height; ++i) { |
| var offset = i * 4; |
| for (var j = 0; j < color.length; ++j) { |
| if (Math.abs(buf[offset + j] - color[j]) > errorRange[j]) { |
| var was = buf[offset + 0].toString(); |
| for (j = 1; j < color.length; ++j) { |
| was += "," + buf[offset + j]; |
| } |
| differentFn('at (' + (x + (i % width)) + ', ' + (y + Math.floor(i / width)) + |
| ') expected: ' + color + ' was ' + was); |
| return; |
| } |
| } |
| } |
| sameFn(); |
| }; |
| |
| /** |
| * Checks that a portion of a canvas or the currently attached framebuffer is 1 color. |
| * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
| * WebGLRenderingContext or 2D context to use. |
| * @param {number} x left corner of region to check. |
| * @param {number} y bottom corner of region to check in case of checking from |
| * a GL context or top corner in case of checking from a 2D context. |
| * @param {number} width width of region to check. |
| * @param {number} height width of region to check. |
| * @param {!Array.<number>} color The color expected. A 4 element array where |
| * each element is in the range 0 to 255. |
| * @param {string} opt_msg Message to associate with success or failure. Eg |
| * ("should be red"). |
| * @param {number} opt_errorRange Optional. Acceptable error in |
| * color checking. 0 by default. |
| * @param {TypedArray} opt_readBackBuf optional buffer to read back into. |
| * Typically passed to either reuse buffer, or support readbacks from |
| * floating-point framebuffers. |
| * @param {GLenum} opt_readBackType optional read back type, defaulting to |
| * gl.UNSIGNED_BYTE. Can be used to support readback from floating-point |
| * framebuffers. |
| */ |
| var checkCanvasRect = function(gl, x, y, width, height, color, opt_msg, opt_errorRange, opt_readBackBuf, opt_readBackType) { |
| checkCanvasRectColor( |
| gl, x, y, width, height, color, opt_errorRange, |
| function() { |
| var msg = opt_msg; |
| if (msg === undefined) |
| msg = "should be " + color.toString(); |
| testPassed(msg); |
| }, |
| function(differentMsg) { |
| var msg = opt_msg; |
| if (msg === undefined) |
| msg = "should be " + color.toString(); |
| testFailed(msg + "\n" + differentMsg); |
| }, |
| debug, |
| opt_readBackBuf, |
| opt_readBackType); |
| }; |
| |
| /** |
| * Checks that an entire canvas or the currently attached framebuffer is 1 color. |
| * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
| * WebGLRenderingContext or 2D context to use. |
| * @param {!Array.<number>} color The color expected. A 4 element array where |
| * each element is in the range 0 to 255. |
| * @param {string} msg Message to associate with success. Eg ("should be red"). |
| * @param {number} errorRange Optional. Acceptable error in |
| * color checking. 0 by default. |
| */ |
| var checkCanvas = function(gl, color, msg, errorRange) { |
| checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange); |
| }; |
| |
| /** |
| * Checks a rectangular area both inside the area and outside |
| * the area. |
| * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
| * WebGLRenderingContext or 2D context to use. |
| * @param {number} x left corner of region to check. |
| * @param {number} y bottom corner of region to check in case of checking from |
| * a GL context or top corner in case of checking from a 2D context. |
| * @param {number} width width of region to check. |
| * @param {number} height width of region to check. |
| * @param {!Array.<number>} innerColor The color expected inside |
| * the area. A 4 element array where each element is in the |
| * range 0 to 255. |
| * @param {!Array.<number>} outerColor The color expected |
| * outside. A 4 element array where each element is in the |
| * range 0 to 255. |
| * @param {!number} opt_edgeSize: The number of pixels to skip |
| * around the edges of the area. Defaut 0. |
| * @param {!{width:number, height:number}} opt_outerDimensions |
| * The outer dimensions. Default the size of gl.canvas. |
| */ |
| var checkAreaInAndOut = function(gl, x, y, width, height, innerColor, outerColor, opt_edgeSize, opt_outerDimensions) { |
| var outerDimensions = opt_outerDimensions || { width: gl.canvas.width, height: gl.canvas.height }; |
| var edgeSize = opt_edgeSize || 0; |
| checkCanvasRect(gl, x + edgeSize, y + edgeSize, width - edgeSize * 2, height - edgeSize * 2, innerColor); |
| checkCanvasRect(gl, 0, 0, x - edgeSize, outerDimensions.height, outerColor); |
| checkCanvasRect(gl, x + width + edgeSize, 0, outerDimensions.width - x - width - edgeSize, outerDimensions.height, outerColor); |
| checkCanvasRect(gl, 0, 0, outerDimensions.width, y - edgeSize, outerColor); |
| checkCanvasRect(gl, 0, y + height + edgeSize, outerDimensions.width, outerDimensions.height - y - height - edgeSize, outerColor); |
| }; |
| |
| /** |
| * Checks that an entire buffer matches the floating point values provided. |
| * (WebGL 2.0 only) |
| * @param {!WebGL2RenderingContext} gl The WebGL2RenderingContext to use. |
| * @param {number} target The buffer target to bind to. |
| * @param {!Array.<number>} expected The values expected. |
| * @param {string} opt_msg Optional. Message to associate with success. Eg ("should be red"). |
| * @param {number} opt_errorRange Optional. Acceptable error in value checking. 0.001 by default. |
| */ |
| var checkFloatBuffer = function(gl, target, expected, opt_msg, opt_errorRange) { |
| if (opt_msg === undefined) |
| opt_msg = "buffer should match expected values"; |
| |
| if (opt_errorRange === undefined) |
| opt_errorRange = 0.001; |
| |
| var floatArray = new Float32Array(expected.length); |
| gl.getBufferSubData(target, 0, floatArray); |
| |
| for (var i = 0; i < expected.length; i++) { |
| if (Math.abs(floatArray[i] - expected[i]) > opt_errorRange) { |
| testFailed(opt_msg); |
| debug('at [' + i + '] expected: ' + expected[i] + ' was ' + floatArray[i]); |
| return; |
| } |
| } |
| testPassed(opt_msg); |
| }; |
| |
| /** |
| * Loads a texture, calls callback when finished. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} url URL of image to load |
| * @param {function(!Image): void} callback Function that gets called after |
| * image has loaded |
| * @return {!WebGLTexture} The created texture. |
| */ |
| var loadTexture = function(gl, url, callback) { |
| var texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| var image = new Image(); |
| image.onload = function() { |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); |
| callback(image); |
| }; |
| image.src = url; |
| return texture; |
| }; |
| |
| /** |
| * Checks whether the bound texture has expected dimensions. One corner pixel |
| * of the texture will be changed as a side effect. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!WebGLTexture} texture The texture to check. |
| * @param {number} width Expected width. |
| * @param {number} height Expected height. |
| * @param {GLenum} opt_format The texture's format. Defaults to RGBA. |
| * @param {GLenum} opt_type The texture's type. Defaults to UNSIGNED_BYTE. |
| */ |
| var checkTextureSize = function(gl, width, height, opt_format, opt_type) { |
| opt_format = opt_format || gl.RGBA; |
| opt_type = opt_type || gl.UNSIGNED_BYTE; |
| |
| var numElements = getTypedArrayElementsPerPixel(gl, opt_format, opt_type); |
| var buf = new (glTypeToTypedArrayType(gl, opt_type))(numElements); |
| |
| var errors = 0; |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, width - 1, height - 1, 1, 1, opt_format, opt_type, buf); |
| if (gl.getError() != gl.NO_ERROR) { |
| testFailed("Texture was smaller than the expected size " + width + "x" + height); |
| ++errors; |
| } |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, width - 1, height, 1, 1, opt_format, opt_type, buf); |
| if (gl.getError() == gl.NO_ERROR) { |
| testFailed("Texture was taller than " + height); |
| ++errors; |
| } |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, width, height - 1, 1, 1, opt_format, opt_type, buf); |
| if (gl.getError() == gl.NO_ERROR) { |
| testFailed("Texture was wider than " + width); |
| ++errors; |
| } |
| if (errors == 0) { |
| testPassed("Texture had the expected size " + width + "x" + height); |
| } |
| }; |
| |
| /** |
| * Makes a shallow copy of an object. |
| * @param {!Object} src Object to copy |
| * @return {!Object} The copy of src. |
| */ |
| var shallowCopyObject = function(src) { |
| var dst = {}; |
| for (var attr in src) { |
| if (src.hasOwnProperty(attr)) { |
| dst[attr] = src[attr]; |
| } |
| } |
| return dst; |
| }; |
| |
| /** |
| * Checks if an attribute exists on an object case insensitive. |
| * @param {!Object} obj Object to check |
| * @param {string} attr Name of attribute to look for. |
| * @return {string?} The name of the attribute if it exists, |
| * undefined if not. |
| */ |
| var hasAttributeCaseInsensitive = function(obj, attr) { |
| var lower = attr.toLowerCase(); |
| for (var key in obj) { |
| if (obj.hasOwnProperty(key) && key.toLowerCase() == lower) { |
| return key; |
| } |
| } |
| }; |
| |
| /** |
| * Returns a map of URL querystring options |
| * @return {Object?} Object containing all the values in the URL querystring |
| */ |
| var getUrlOptions = (function() { |
| var _urlOptionsParsed = false; |
| var _urlOptions = {}; |
| return function() { |
| if (!_urlOptionsParsed) { |
| var s = window.location.href; |
| var q = s.indexOf("?"); |
| var e = s.indexOf("#"); |
| if (e < 0) { |
| e = s.length; |
| } |
| var query = s.substring(q + 1, e); |
| var pairs = query.split("&"); |
| for (var ii = 0; ii < pairs.length; ++ii) { |
| var keyValue = pairs[ii].split("="); |
| var key = keyValue[0]; |
| var value = decodeURIComponent(keyValue[1]); |
| _urlOptions[key] = value; |
| } |
| _urlOptionsParsed = true; |
| } |
| |
| return _urlOptions; |
| } |
| })(); |
| |
| var default3DContextVersion = 1; |
| |
| /** |
| * Set the default context version for create3DContext. |
| * Initially the default version is 1. |
| * @param {number} Default version of WebGL contexts. |
| */ |
| var setDefault3DContextVersion = function(version) { |
| default3DContextVersion = version; |
| }; |
| |
| /** |
| * Get the default contex version for create3DContext. |
| * First it looks at the URI option |webglVersion|. If it does not exist, |
| * then look at the global default3DContextVersion variable. |
| */ |
| var getDefault3DContextVersion = function() { |
| return parseInt(getUrlOptions().webglVersion, 10) || default3DContextVersion; |
| }; |
| |
| /** |
| * Creates a webgl context. |
| * @param {!Canvas|string} opt_canvas The canvas tag to get |
| * context from. If one is not passed in one will be |
| * created. If it's a string it's assumed to be the id of a |
| * canvas. |
| * @param {Object} opt_attributes Context attributes. |
| * @param {!number} opt_version Version of WebGL context to create. |
| * The default version can be set by calling setDefault3DContextVersion. |
| * @return {!WebGLRenderingContext} The created context. |
| */ |
| var create3DContext = function(opt_canvas, opt_attributes, opt_version) { |
| if (window.initTestingHarness) { |
| window.initTestingHarness(); |
| } |
| var attributes = shallowCopyObject(opt_attributes || {}); |
| if (!hasAttributeCaseInsensitive(attributes, "antialias")) { |
| attributes.antialias = false; |
| } |
| if (!opt_version) { |
| opt_version = parseInt(getUrlOptions().webglVersion, 10) || default3DContextVersion; |
| } |
| opt_canvas = opt_canvas || document.createElement("canvas"); |
| if (typeof opt_canvas == 'string') { |
| opt_canvas = document.getElementById(opt_canvas); |
| } |
| var context = null; |
| |
| var names; |
| switch (opt_version) { |
| case 2: |
| names = ["webgl2"]; break; |
| default: |
| names = ["webgl", "experimental-webgl"]; break; |
| } |
| |
| for (var i = 0; i < names.length; ++i) { |
| try { |
| context = opt_canvas.getContext(names[i], attributes); |
| } catch (e) { |
| } |
| if (context) { |
| break; |
| } |
| } |
| if (!context) { |
| testFailed("Unable to fetch WebGL rendering context for Canvas"); |
| } |
| return context; |
| }; |
| |
| /** |
| * Defines the exception type for a GL error. |
| * @constructor |
| * @param {string} message The error message. |
| * @param {number} error GL error code |
| */ |
| function GLErrorException (message, error) { |
| this.message = message; |
| this.name = "GLErrorException"; |
| this.error = error; |
| }; |
| |
| /** |
| * Wraps a WebGL function with a function that throws an exception if there is |
| * an error. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} fname Name of function to wrap. |
| * @return {function()} The wrapped function. |
| */ |
| var createGLErrorWrapper = function(context, fname) { |
| return function() { |
| var rv = context[fname].apply(context, arguments); |
| var err = context.getError(); |
| if (err != context.NO_ERROR) { |
| var msg = "GL error " + glEnumToString(context, err) + " in " + fname; |
| throw new GLErrorException(msg, err); |
| } |
| return rv; |
| }; |
| }; |
| |
| /** |
| * Creates a WebGL context where all functions are wrapped to throw an exception |
| * if there is an error. |
| * @param {!Canvas} canvas The HTML canvas to get a context from. |
| * @param {Object} opt_attributes Context attributes. |
| * @param {!number} opt_version Version of WebGL context to create |
| * @return {!Object} The wrapped context. |
| */ |
| function create3DContextWithWrapperThatThrowsOnGLError(canvas, opt_attributes, opt_version) { |
| var context = create3DContext(canvas, opt_attributes, opt_version); |
| var wrap = {}; |
| for (var i in context) { |
| try { |
| if (typeof context[i] == 'function') { |
| wrap[i] = createGLErrorWrapper(context, i); |
| } else { |
| wrap[i] = context[i]; |
| } |
| } catch (e) { |
| error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); |
| } |
| } |
| wrap.getError = function() { |
| return context.getError(); |
| }; |
| return wrap; |
| }; |
| |
| /** |
| * Tests that an evaluated expression generates a specific GL error. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors. |
| * @param {string} evalStr The string to evaluate. |
| */ |
| var shouldGenerateGLError = function(gl, glErrors, evalStr, opt_msg) { |
| var exception; |
| try { |
| eval(evalStr); |
| } catch (e) { |
| exception = e; |
| } |
| if (exception) { |
| testFailed(evalStr + " threw exception " + exception); |
| return -1; |
| } else { |
| if (!opt_msg) { |
| opt_msg = "after evaluating: " + evalStr; |
| } |
| return glErrorShouldBe(gl, glErrors, opt_msg); |
| } |
| }; |
| |
| /** |
| * Tests that an evaluated expression does not generate a GL error. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} evalStr The string to evaluate. |
| */ |
| var failIfGLError = function(gl, evalStr) { |
| var exception; |
| try { |
| eval(evalStr); |
| } catch (e) { |
| exception = e; |
| } |
| if (exception) { |
| testFailed(evalStr + " threw exception " + exception); |
| } else { |
| glErrorShouldBeImpl(gl, gl.NO_ERROR, false, "after evaluating: " + evalStr); |
| } |
| }; |
| |
| /** |
| * Tests that the first error GL returns is the specified error. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors. |
| * @param {string} opt_msg Optional additional message. |
| */ |
| var glErrorShouldBe = function(gl, glErrors, opt_msg) { |
| return glErrorShouldBeImpl(gl, glErrors, true, opt_msg); |
| }; |
| |
| |
| |
| /** |
| * Tests that the first error GL returns is the specified error. Allows suppression of successes. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors. |
| * @param {boolean} reportSuccesses Whether to report successes as passes, or to silently pass. |
| * @param {string} opt_msg Optional additional message. |
| */ |
| var glErrorShouldBeImpl = function(gl, glErrors, reportSuccesses, opt_msg) { |
| if (!glErrors.length) { |
| glErrors = [glErrors]; |
| } |
| opt_msg = opt_msg || ""; |
| var err = gl.getError(); |
| var ndx = glErrors.indexOf(err); |
| var errStrs = []; |
| for (var ii = 0; ii < glErrors.length; ++ii) { |
| errStrs.push(glEnumToString(gl, glErrors[ii])); |
| } |
| var expected = errStrs.join(" or "); |
| if (ndx < 0) { |
| var msg = "getError expected" + ((glErrors.length > 1) ? " one of: " : ": "); |
| testFailed(msg + expected + ". Was " + glEnumToString(gl, err) + " : " + opt_msg); |
| } else if (reportSuccesses) { |
| var msg = "getError was " + ((glErrors.length > 1) ? "one of: " : "expected value: "); |
| testPassed(msg + expected + " : " + opt_msg); |
| } |
| return err; |
| }; |
| |
| /** |
| * Links a WebGL program, throws if there are errors. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!WebGLProgram} program The WebGLProgram to link. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| */ |
| var linkProgram = function(gl, program, opt_errorCallback) { |
| var errFn = opt_errorCallback || testFailed; |
| // Link the program |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| if (!linked) { |
| // something went wrong with the link |
| var error = gl.getProgramInfoLog (program); |
| |
| errFn("Error in program linking:" + error); |
| |
| gl.deleteProgram(program); |
| } |
| }; |
| |
| /** |
| * Loads text from an external file. This function is asynchronous. |
| * @param {string} url The url of the external file. |
| * @param {!function(bool, string): void} callback that is sent a bool for |
| * success and the string. |
| */ |
| var loadTextFileAsync = function(url, callback) { |
| log ("loading: " + url); |
| var error = 'loadTextFileAsync failed to load url "' + url + '"'; |
| var request; |
| if (window.XMLHttpRequest) { |
| request = new XMLHttpRequest(); |
| if (request.overrideMimeType) { |
| request.overrideMimeType('text/plain'); |
| } |
| } else { |
| throw 'XMLHttpRequest is disabled'; |
| } |
| try { |
| request.open('GET', url, true); |
| request.onreadystatechange = function() { |
| if (request.readyState == 4) { |
| var text = ''; |
| // HTTP reports success with a 200 status. The file protocol reports |
| // success with zero. HTTP does not use zero as a status code (they |
| // start at 100). |
| // https://developer.mozilla.org/En/Using_XMLHttpRequest |
| var success = request.status == 200 || request.status == 0; |
| if (success) { |
| text = request.responseText; |
| log("completed load request: " + url); |
| } else { |
| log("loading " + url + " resulted in unexpected status: " + request.status + " " + request.statusText); |
| } |
| callback(success, text); |
| } |
| }; |
| request.onerror = function(errorEvent) { |
| log("error occurred loading " + url); |
| callback(false, ''); |
| }; |
| request.send(null); |
| } catch (err) { |
| log("failed to load: " + url + " with exception " + err.message); |
| callback(false, ''); |
| } |
| }; |
| |
| /** |
| * Recursively loads a file as a list. Each line is parsed for a relative |
| * path. If the file ends in .txt the contents of that file is inserted in |
| * the list. |
| * |
| * @param {string} url The url of the external file. |
| * @param {!function(bool, Array<string>): void} callback that is sent a bool |
| * for success and the array of strings. |
| */ |
| var getFileListAsync = function(url, callback) { |
| var files = []; |
| |
| var getFileListImpl = function(url, callback) { |
| var files = []; |
| if (url.substr(url.length - 4) == '.txt') { |
| loadTextFileAsync(url, function() { |
| return function(success, text) { |
| if (!success) { |
| callback(false, ''); |
| return; |
| } |
| var lines = text.split('\n'); |
| var prefix = ''; |
| var lastSlash = url.lastIndexOf('/'); |
| if (lastSlash >= 0) { |
| prefix = url.substr(0, lastSlash + 1); |
| } |
| var fail = false; |
| var count = 1; |
| var index = 0; |
| for (var ii = 0; ii < lines.length; ++ii) { |
| var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); |
| if (str.length > 4 && |
| str[0] != '#' && |
| str[0] != ";" && |
| str.substr(0, 2) != "//") { |
| var names = str.split(/ +/); |
| var new_url = prefix + str; |
| if (names.length == 1) { |
| new_url = prefix + str; |
| ++count; |
| getFileListImpl(new_url, function(index) { |
| return function(success, new_files) { |
| log("got files: " + new_files.length); |
| if (success) { |
| files[index] = new_files; |
| } |
| finish(success); |
| }; |
| }(index++)); |
| } else { |
| var s = ""; |
| var p = ""; |
| for (var jj = 0; jj < names.length; ++jj) { |
| s += p + prefix + names[jj]; |
| p = " "; |
| } |
| files[index++] = s; |
| } |
| } |
| } |
| finish(true); |
| |
| function finish(success) { |
| if (!success) { |
| fail = true; |
| } |
| --count; |
| log("count: " + count); |
| if (!count) { |
| callback(!fail, files); |
| } |
| } |
| } |
| }()); |
| |
| } else { |
| files.push(url); |
| callback(true, files); |
| } |
| }; |
| |
| getFileListImpl(url, function(success, files) { |
| // flatten |
| var flat = []; |
| flatten(files); |
| function flatten(files) { |
| for (var ii = 0; ii < files.length; ++ii) { |
| var value = files[ii]; |
| if (typeof(value) == "string") { |
| flat.push(value); |
| } else { |
| flatten(value); |
| } |
| } |
| } |
| callback(success, flat); |
| }); |
| }; |
| |
| /** |
| * Gets a file from a file/URL. |
| * @param {string} file the URL of the file to get. |
| * @return {string} The contents of the file. |
| */ |
| var readFile = function(file) { |
| var xhr = new XMLHttpRequest(); |
| xhr.open("GET", file, false); |
| xhr.overrideMimeType("text/plain"); |
| xhr.send(); |
| return xhr.responseText.replace(/\r/g, ""); |
| }; |
| |
| var readFileList = function(url) { |
| var files = []; |
| if (url.substr(url.length - 4) == '.txt') { |
| var lines = readFile(url).split('\n'); |
| var prefix = ''; |
| var lastSlash = url.lastIndexOf('/'); |
| if (lastSlash >= 0) { |
| prefix = url.substr(0, lastSlash + 1); |
| } |
| for (var ii = 0; ii < lines.length; ++ii) { |
| var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); |
| if (str.length > 4 && |
| str[0] != '#' && |
| str[0] != ";" && |
| str.substr(0, 2) != "//") { |
| var names = str.split(/ +/); |
| if (names.length == 1) { |
| var new_url = prefix + str; |
| files = files.concat(readFileList(new_url)); |
| } else { |
| var s = ""; |
| var p = ""; |
| for (var jj = 0; jj < names.length; ++jj) { |
| s += p + prefix + names[jj]; |
| p = " "; |
| } |
| files.push(s); |
| } |
| } |
| } |
| } else { |
| files.push(url); |
| } |
| return files; |
| }; |
| |
| /** |
| * Loads a shader. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} shaderSource The shader source. |
| * @param {number} shaderType The type of shader. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| * @param {string} opt_shaderLabel Label that identifies the shader source in |
| * the log. |
| * @param {string} opt_url URL from where the shader source was loaded from. |
| * If opt_logShaders is set, then a link to the source file will also be |
| * added. |
| * @param {boolean} Skip compilation status check. Default = false. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShader = function( |
| gl, shaderSource, shaderType, opt_errorCallback, opt_logShaders, |
| opt_shaderLabel, opt_url, opt_skipCompileStatus) { |
| var errFn = opt_errorCallback || error; |
| // Create the shader object |
| var shader = gl.createShader(shaderType); |
| if (shader == null) { |
| errFn("*** Error: unable to create shader '"+shaderSource+"'"); |
| return null; |
| } |
| |
| // Load the shader source |
| gl.shaderSource(shader, shaderSource); |
| |
| // Compile the shader |
| gl.compileShader(shader); |
| |
| if (opt_logShaders) { |
| var label = shaderType == gl.VERTEX_SHADER ? 'vertex shader' : 'fragment_shader'; |
| if (opt_shaderLabel) { |
| label = opt_shaderLabel + ' ' + label; |
| } |
| addShaderSources( |
| gl, document.getElementById('console'), label, shader, shaderSource, opt_url); |
| } |
| |
| // Check the compile status |
| if (!opt_skipCompileStatus) { |
| var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
| if (!compiled) { |
| // Something went wrong during compilation; get the error |
| lastError = gl.getShaderInfoLog(shader); |
| errFn("*** Error compiling " + glEnumToString(gl, shaderType) + " '" + shader + "':" + lastError); |
| gl.deleteShader(shader); |
| return null; |
| } |
| } |
| |
| return shader; |
| } |
| |
| /** |
| * Loads a shader from a URL. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {file} file The URL of the shader source. |
| * @param {number} type The type of shader. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| * @param {boolean} Skip compilation status check. Default = false. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShaderFromFile = function( |
| gl, file, type, opt_errorCallback, opt_logShaders, opt_skipCompileStatus) { |
| var shaderSource = readFile(file); |
| return loadShader(gl, shaderSource, type, opt_errorCallback, |
| opt_logShaders, undefined, file, opt_skipCompileStatus); |
| }; |
| |
| var loadShaderFromFileAsync = function( |
| gl, file, type, opt_errorCallback, opt_logShaders, opt_skipCompileStatus, callback) { |
| loadTextFileAsync(file, function(gl, type, opt_errorCallback, opt_logShaders, file, opt_skipCompileStatus){ |
| return function(success, shaderSource) { |
| if (success) { |
| var shader = loadShader(gl, shaderSource, type, opt_errorCallback, |
| opt_logShaders, undefined, file, opt_skipCompileStatus); |
| callback(true, shader); |
| } else { |
| callback(false, null); |
| } |
| } |
| }(gl, type, opt_errorCallback, opt_logShaders, file, opt_skipCompileStatus)); |
| }; |
| |
| /** |
| * Gets the content of script. |
| * @param {string} scriptId The id of the script tag. |
| * @return {string} The content of the script. |
| */ |
| var getScript = function(scriptId) { |
| var shaderScript = document.getElementById(scriptId); |
| if (!shaderScript) { |
| throw("*** Error: unknown script element " + scriptId); |
| } |
| return shaderScript.text; |
| }; |
| |
| /** |
| * Loads a shader from a script tag. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} scriptId The id of the script tag. |
| * @param {number} opt_shaderType The type of shader. If not passed in it will |
| * be derived from the type of the script tag. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| * @param {boolean} Skip compilation status check. Default = false. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShaderFromScript = function( |
| gl, scriptId, opt_shaderType, opt_errorCallback, opt_logShaders, opt_skipCompileStatus) { |
| var shaderSource = ""; |
| var shaderScript = document.getElementById(scriptId); |
| if (!shaderScript) { |
| throw("*** Error: unknown script element " + scriptId); |
| } |
| shaderSource = shaderScript.text; |
| |
| if (!opt_shaderType) { |
| if (shaderScript.type == "x-shader/x-vertex") { |
| opt_shaderType = gl.VERTEX_SHADER; |
| } else if (shaderScript.type == "x-shader/x-fragment") { |
| opt_shaderType = gl.FRAGMENT_SHADER; |
| } else { |
| throw("*** Error: unknown shader type"); |
| return null; |
| } |
| } |
| |
| return loadShader(gl, shaderSource, opt_shaderType, opt_errorCallback, |
| opt_logShaders, undefined, undefined, opt_skipCompileStatus); |
| }; |
| |
| var loadStandardProgram = function(gl) { |
| var program = gl.createProgram(); |
| gl.attachShader(program, loadStandardVertexShader(gl)); |
| gl.attachShader(program, loadStandardFragmentShader(gl)); |
| gl.bindAttribLocation(program, 0, "a_vertex"); |
| gl.bindAttribLocation(program, 1, "a_normal"); |
| linkProgram(gl, program); |
| return program; |
| }; |
| |
| var loadStandardProgramAsync = function(gl, callback) { |
| loadStandardVertexShaderAsync(gl, function(gl) { |
| return function(success, vs) { |
| if (success) { |
| loadStandardFragmentShaderAsync(gl, function(vs) { |
| return function(success, fs) { |
| if (success) { |
| var program = gl.createProgram(); |
| gl.attachShader(program, vs); |
| gl.attachShader(program, fs); |
| gl.bindAttribLocation(program, 0, "a_vertex"); |
| gl.bindAttribLocation(program, 1, "a_normal"); |
| linkProgram(gl, program); |
| callback(true, program); |
| } else { |
| callback(false, null); |
| } |
| }; |
| }(vs)); |
| } else { |
| callback(false, null); |
| } |
| }; |
| }(gl)); |
| }; |
| |
| /** |
| * Loads shaders from files, creates a program, attaches the shaders and links. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} vertexShaderPath The URL of the vertex shader. |
| * @param {string} fragmentShaderPath The URL of the fragment shader. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @return {!WebGLProgram} The created program. |
| */ |
| var loadProgramFromFile = function( |
| gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { |
| var program = gl.createProgram(); |
| var vs = loadShaderFromFile( |
| gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback); |
| var fs = loadShaderFromFile( |
| gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback); |
| if (vs && fs) { |
| gl.attachShader(program, vs); |
| gl.attachShader(program, fs); |
| linkProgram(gl, program, opt_errorCallback); |
| } |
| if (vs) { |
| gl.deleteShader(vs); |
| } |
| if (fs) { |
| gl.deleteShader(fs); |
| } |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from script tags, creates a program, attaches the shaders and |
| * links. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} vertexScriptId The id of the script tag that contains the |
| * vertex shader. |
| * @param {string} fragmentScriptId The id of the script tag that contains the |
| * fragment shader. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @return {!WebGLProgram} The created program. |
| */ |
| var loadProgramFromScript = function loadProgramFromScript( |
| gl, vertexScriptId, fragmentScriptId, opt_errorCallback) { |
| var program = gl.createProgram(); |
| gl.attachShader( |
| program, |
| loadShaderFromScript( |
| gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback)); |
| gl.attachShader( |
| program, |
| loadShaderFromScript( |
| gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| linkProgram(gl, program, opt_errorCallback); |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from source, creates a program, attaches the shaders and |
| * links. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!WebGLShader} vertexShader The vertex shader. |
| * @param {!WebGLShader} fragmentShader The fragment shader. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @return {!WebGLProgram} The created program. |
| */ |
| var createProgram = function(gl, vertexShader, fragmentShader, opt_errorCallback) { |
| var program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| linkProgram(gl, program, opt_errorCallback); |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from source, creates a program, attaches the shaders and |
| * links. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} vertexShader The vertex shader source. |
| * @param {string} fragmentShader The fragment shader source. |
| * @param {function(string): void} opt_errorCallback callback for errors. |
| * @param {boolean} opt_logShaders Whether to log shader source. |
| * @return {!WebGLProgram} The created program. |
| */ |
| var loadProgram = function( |
| gl, vertexShader, fragmentShader, opt_errorCallback, opt_logShaders) { |
| var program; |
| var vs = loadShader( |
| gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback, opt_logShaders); |
| var fs = loadShader( |
| gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback, opt_logShaders); |
| if (vs && fs) { |
| program = createProgram(gl, vs, fs, opt_errorCallback) |
| } |
| if (vs) { |
| gl.deleteShader(vs); |
| } |
| if (fs) { |
| gl.deleteShader(fs); |
| } |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from source, creates a program, attaches the shaders and |
| * links but expects error. |
| * |
| * GLSL 1.0.17 10.27 effectively says that compileShader can |
| * always succeed as long as linkProgram fails so we can't |
| * rely on compileShader failing. This function expects |
| * one of the shader to fail OR linking to fail. |
| * |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} vertexShaderScriptId The vertex shader. |
| * @param {string} fragmentShaderScriptId The fragment shader. |
| * @return {WebGLProgram} The created program. |
| */ |
| var loadProgramFromScriptExpectError = function( |
| gl, vertexShaderScriptId, fragmentShaderScriptId) { |
| var vertexShader = loadShaderFromScript(gl, vertexShaderScriptId); |
| if (!vertexShader) { |
| return null; |
| } |
| var fragmentShader = loadShaderFromScript(gl, fragmentShaderScriptId); |
| if (!fragmentShader) { |
| return null; |
| } |
| var linkSuccess = true; |
| var program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| linkSuccess = true; |
| linkProgram(gl, program, function() { |
| linkSuccess = false; |
| }); |
| return linkSuccess ? program : null; |
| }; |
| |
| |
| var getActiveMap = function(gl, program, typeInfo) { |
| var numVariables = gl.getProgramParameter(program, gl[typeInfo.param]); |
| var variables = {}; |
| for (var ii = 0; ii < numVariables; ++ii) { |
| var info = gl[typeInfo.activeFn](program, ii); |
| variables[info.name] = { |
| name: info.name, |
| size: info.size, |
| type: info.type, |
| location: gl[typeInfo.locFn](program, info.name) |
| }; |
| } |
| return variables; |
| }; |
| |
| /** |
| * Returns a map of attrib names to info about those |
| * attribs. |
| * |
| * eg: |
| * { "attrib1Name": |
| * { |
| * name: "attrib1Name", |
| * size: 1, |
| * type: gl.FLOAT_MAT2, |
| * location: 0 |
| * }, |
| * "attrib2Name[0]": |
| * { |
| * name: "attrib2Name[0]", |
| * size: 4, |
| * type: gl.FLOAT, |
| * location: 1 |
| * }, |
| * } |
| * |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {WebGLProgram} The program to query for attribs. |
| * @return the map. |
| */ |
| var getAttribMap = function(gl, program) { |
| return getActiveMap(gl, program, { |
| param: "ACTIVE_ATTRIBUTES", |
| activeFn: "getActiveAttrib", |
| locFn: "getAttribLocation" |
| }); |
| }; |
| |
| /** |
| * Returns a map of uniform names to info about those uniforms. |
| * |
| * eg: |
| * { "uniform1Name": |
| * { |
| * name: "uniform1Name", |
| * size: 1, |
| * type: gl.FLOAT_MAT2, |
| * location: WebGLUniformLocation |
| * }, |
| * "uniform2Name[0]": |
| * { |
| * name: "uniform2Name[0]", |
| * size: 4, |
| * type: gl.FLOAT, |
| * location: WebGLUniformLocation |
| * }, |
| * } |
| * |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {WebGLProgram} The program to query for uniforms. |
| * @return the map. |
| */ |
| var getUniformMap = function(gl, program) { |
| return getActiveMap(gl, program, { |
| param: "ACTIVE_UNIFORMS", |
| activeFn: "getActiveUniform", |
| locFn: "getUniformLocation" |
| }); |
| }; |
| |
| var basePath; |
| var getResourcePath = function() { |
| if (!basePath) { |
| var expectedBase = "js/webgl-test-utils.js"; |
| var scripts = document.getElementsByTagName('script'); |
| for (var script, i = 0; script = scripts[i]; i++) { |
| var src = script.src; |
| var l = src.length; |
| if (src.substr(l - expectedBase.length) == expectedBase) { |
| basePath = src.substr(0, l - expectedBase.length); |
| } |
| } |
| } |
| return basePath + "resources/"; |
| }; |
| |
| var loadStandardVertexShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getResourcePath() + "vertexShader.vert", gl.VERTEX_SHADER); |
| }; |
| var loadStandardVertexShaderAsync = function(gl, callback) { |
| loadShaderFromFileAsync(gl, getResourcePath() + "vertexShader.vert", gl.VERTEX_SHADER, undefined, undefined, undefined, callback); |
| }; |
| |
| var loadStandardFragmentShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getResourcePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER); |
| }; |
| var loadStandardFragmentShaderAsync = function(gl, callback) { |
| loadShaderFromFileAsync(gl, getResourcePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER, undefined, undefined, undefined, callback); |
| }; |
| |
| var loadUniformBlockProgram = function(gl) { |
| var program = gl.createProgram(); |
| gl.attachShader(program, loadUniformBlockVertexShader(gl)); |
| gl.attachShader(program, loadUniformBlockFragmentShader(gl)); |
| gl.bindAttribLocation(program, 0, "a_vertex"); |
| gl.bindAttribLocation(program, 1, "a_normal"); |
| linkProgram(gl, program); |
| return program; |
| }; |
| |
| var loadUniformBlockVertexShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getResourcePath() + "uniformBlockShader.vert", gl.VERTEX_SHADER); |
| }; |
| |
| var loadUniformBlockFragmentShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getResourcePath() + "uniformBlockShader.frag", gl.FRAGMENT_SHADER); |
| }; |
| |
| /** |
| * Loads an image asynchronously. |
| * @param {string} url URL of image to load. |
| * @param {!function(!Element): void} callback Function to call |
| * with loaded image. |
| */ |
| var loadImageAsync = function(url, callback) { |
| var img = document.createElement('img'); |
| img.onload = function() { |
| callback(img); |
| }; |
| img.src = url; |
| }; |
| |
| /** |
| * Loads an array of images. |
| * @param {!Array.<string>} urls URLs of images to load. |
| * @param {!function(!{string, img}): void} callback Callback |
| * that gets passed map of urls to img tags. |
| */ |
| var loadImagesAsync = function(urls, callback) { |
| var count = 1; |
| var images = { }; |
| function countDown() { |
| --count; |
| if (count == 0) { |
| log("loadImagesAsync: all images loaded"); |
| callback(images); |
| } |
| } |
| function imageLoaded(url) { |
| return function(img) { |
| images[url] = img; |
| log("loadImagesAsync: loaded " + url); |
| countDown(); |
| } |
| } |
| for (var ii = 0; ii < urls.length; ++ii) { |
| ++count; |
| loadImageAsync(urls[ii], imageLoaded(urls[ii])); |
| } |
| countDown(); |
| }; |
| |
| /** |
| * Returns a map of key=value values from url. |
| * @return {!Object.<string, number>} map of keys to values. |
| */ |
| var getUrlArguments = function() { |
| var args = {}; |
| try { |
| var s = window.location.href; |
| var q = s.indexOf("?"); |
| var e = s.indexOf("#"); |
| if (e < 0) { |
| e = s.length; |
| } |
| var query = s.substring(q + 1, e); |
| var pairs = query.split("&"); |
| for (var ii = 0; ii < pairs.length; ++ii) { |
| var keyValue = pairs[ii].split("="); |
| var key = keyValue[0]; |
| var value = decodeURIComponent(keyValue[1]); |
| args[key] = value; |
| } |
| } catch (e) { |
| throw "could not parse url"; |
| } |
| return args; |
| }; |
| |
| /** |
| * Makes an image from a src. |
| * @param {string} src Image source URL. |
| * @param {function()} onload Callback to call when the image has finised loading. |
| * @param {function()} onerror Callback to call when an error occurs. |
| * @return {!Image} The created image. |
| */ |
| var makeImage = function(src, onload, onerror) { |
| var img = document.createElement('img'); |
| if (onload) { |
| img.onload = onload; |
| } |
| if (onerror) { |
| img.onerror = onerror; |
| } else { |
| img.onerror = function() { |
| log("WARNING: creating image failed; src: " + this.src); |
| }; |
| } |
| if (src) { |
| img.src = src; |
| } |
| return img; |
| } |
| |
| /** |
| * Makes an image element from a canvas. |
| * @param {!HTMLCanvas} canvas Canvas to make image from. |
| * @param {function()} onload Callback to call when the image has finised loading. |
| * @param {string} imageFormat Image format to be passed to toDataUrl(). |
| * @return {!Image} The created image. |
| */ |
| var makeImageFromCanvas = function(canvas, onload, imageFormat) { |
| return makeImage(canvas.toDataURL(imageFormat), onload); |
| }; |
| |
| /** |
| * Makes a video element from a src. |
| * @param {string} src Video source URL. |
| * @param {function()} onerror Callback to call when an error occurs. |
| * @return {!Video} The created video. |
| */ |
| var makeVideo = function(src, onerror) { |
| var vid = document.createElement('video'); |
| if (onerror) { |
| vid.onerror = onerror; |
| } else { |
| vid.onerror = function() { |
| log("WARNING: creating video failed; src: " + this.src); |
| }; |
| } |
| if (src) { |
| vid.src = src; |
| } |
| return vid; |
| } |
| |
| /** |
| * Inserts an image with a caption into 'element'. |
| * @param {!HTMLElement} element Element to append image to. |
| * @param {string} caption caption to associate with image. |
| * @param {!Image} img image to insert. |
| */ |
| var insertImage = function(element, caption, img) { |
| var div = document.createElement("div"); |
| var label = document.createElement("div"); |
| label.appendChild(document.createTextNode(caption)); |
| div.appendChild(label); |
| div.appendChild(img); |
| element.appendChild(div); |
| }; |
| |
| /** |
| * Inserts a 'label' that when clicked expands to the pre formatted text |
| * supplied by 'source'. |
| * @param {!HTMLElement} element element to append label to. |
| * @param {string} label label for anchor. |
| * @param {string} source preformatted text to expand to. |
| * @param {string} opt_url URL of source. If provided a link to the source file |
| * will also be added. |
| */ |
| var addShaderSource = function(element, label, source, opt_url) { |
| var div = document.createElement("div"); |
| var s = document.createElement("pre"); |
| s.className = "shader-source"; |
| s.style.display = "none"; |
| var ol = document.createElement("ol"); |
| //s.appendChild(document.createTextNode(source)); |
| var lines = source.split("\n"); |
| for (var ii = 0; ii < lines.length; ++ii) { |
| var line = lines[ii]; |
| var li = document.createElement("li"); |
| li.appendChild(document.createTextNode(line)); |
| ol.appendChild(li); |
| } |
| s.appendChild(ol); |
| var l = document.createElement("a"); |
| l.href = "show-shader-source"; |
| l.appendChild(document.createTextNode(label)); |
| l.addEventListener('click', function(event) { |
| if (event.preventDefault) { |
| event.preventDefault(); |
| } |
| s.style.display = (s.style.display == 'none') ? 'block' : 'none'; |
| return false; |
| }, false); |
| div.appendChild(l); |
| if (opt_url) { |
| var u = document.createElement("a"); |
| u.href = opt_url; |
| div.appendChild(document.createTextNode(" ")); |
| u.appendChild(document.createTextNode("(" + opt_url + ")")); |
| div.appendChild(u); |
| } |
| div.appendChild(s); |
| element.appendChild(div); |
| }; |
| |
| /** |
| * Inserts labels that when clicked expand to show the original source of the |
| * shader and also translated source of the shader, if that is available. |
| * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {!HTMLElement} element element to append label to. |
| * @param {string} label label for anchor. |
| * @param {WebGLShader} shader Shader to show the sources for. |
| * @param {string} shaderSource Original shader source. |
| * @param {string} opt_url URL of source. If provided a link to the source file |
| * will also be added. |
| */ |
| var addShaderSources = function( |
| gl, element, label, shader, shaderSource, opt_url) { |
| addShaderSource(element, label, shaderSource, opt_url); |
| |
| var debugShaders = gl.getExtension('WEBGL_debug_shaders'); |
| if (debugShaders && shader) { |
| var translatedSource = debugShaders.getTranslatedShaderSource(shader); |
| if (translatedSource != '') { |
| addShaderSource(element, label + ' translated for driver', translatedSource); |
| } |
| } |
| }; |
| |
| /** |
| * Sends shader information to the server to be dumped into text files |
| * when tests are run from within the test-runner harness. |
| * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| * @param {string} url URL of current. |
| * @param {string} passMsg Test description. |
| * @param {object} vInfo Object containing vertex shader information. |
| * @param {object} fInfo Object containing fragment shader information. |
| */ |
| var dumpShadersInfo = function(gl, url, passMsg, vInfo, fInfo) { |
| var shaderInfo = {}; |
| shaderInfo.url = url; |
| shaderInfo.testDescription = passMsg; |
| shaderInfo.vLabel = vInfo.label; |
| shaderInfo.vShouldCompile = vInfo.shaderSuccess; |
| shaderInfo.vSource = vInfo.source; |
| shaderInfo.fLabel = fInfo.label; |
| shaderInfo.fShouldCompile = fInfo.shaderSuccess; |
| shaderInfo.fSource = fInfo.source; |
| shaderInfo.vTranslatedSource = null; |
| shaderInfo.fTranslatedSource = null; |
| var debugShaders = gl.getExtension('WEBGL_debug_shaders'); |
| if (debugShaders) { |
| if (vInfo.shader) |
| shaderInfo.vTranslatedSource = debugShaders.getTranslatedShaderSource(vInfo.shader); |
| if (fInfo.shader) |
| shaderInfo.fTranslatedSource = debugShaders.getTranslatedShaderSource(fInfo.shader); |
| } |
| |
| var dumpShaderInfoRequest = new XMLHttpRequest(); |
| dumpShaderInfoRequest.open('POST', "/dumpShaderInfo", true); |
| dumpShaderInfoRequest.setRequestHeader("Content-Type", "text/plain"); |
| dumpShaderInfoRequest.send(JSON.stringify(shaderInfo)); |
| }; |
| |
| // Add your prefix here. |
| var browserPrefixes = [ |
| "", |
| "MOZ_", |
| "OP_", |
| "WEBKIT_" |
| ]; |
| |
| /** |
| * Given an extension name like WEBGL_compressed_texture_s3tc |
| * returns the name of the supported version extension, like |
| * WEBKIT_WEBGL_compressed_teture_s3tc |
| * @param {string} name Name of extension to look for. |
| * @return {string} name of extension found or undefined if not |
| * found. |
| */ |
| var getSupportedExtensionWithKnownPrefixes = function(gl, name) { |
| var supported = gl.getSupportedExtensions(); |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| var prefixedName = browserPrefixes[ii] + name; |
| if (supported.indexOf(prefixedName) >= 0) { |
| return prefixedName; |
| } |
| } |
| }; |
| |
| /** |
| * Given an extension name like WEBGL_compressed_texture_s3tc |
| * returns the supported version extension, like |
| * WEBKIT_WEBGL_compressed_teture_s3tc |
| * @param {string} name Name of extension to look for. |
| * @return {WebGLExtension} The extension or undefined if not |
| * found. |
| */ |
| var getExtensionWithKnownPrefixes = function(gl, name) { |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| var prefixedName = browserPrefixes[ii] + name; |
| var ext = gl.getExtension(prefixedName); |
| if (ext) { |
| return ext; |
| } |
| } |
| }; |
| |
| /** |
| * Returns possible prefixed versions of an extension's name. |
| * @param {string} name Name of extension. May already include a prefix. |
| * @return {Array.<string>} Variations of the extension name with known |
| * browser prefixes. |
| */ |
| var getExtensionPrefixedNames = function(name) { |
| var unprefix = function(name) { |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| if (browserPrefixes[ii].length > 0 && |
| name.substring(0, browserPrefixes[ii].length).toLowerCase() === |
| browserPrefixes[ii].toLowerCase()) { |
| return name.substring(browserPrefixes[ii].length); |
| } |
| } |
| return name; |
| } |
| |
| var unprefixed = unprefix(name); |
| |
| var variations = []; |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| variations.push(browserPrefixes[ii] + unprefixed); |
| } |
| |
| return variations; |
| }; |
| |
| var replaceRE = /\$\((\w+)\)/g; |
| |
| /** |
| * Replaces strings with property values. |
| * Given a string like "hello $(first) $(last)" and an object |
| * like {first:"John", last:"Smith"} will return |
| * "hello John Smith". |
| * @param {string} str String to do replacements in. |
| * @param {...} 1 or more objects containing properties. |
| */ |
| var replaceParams = function(str) { |
| var args = arguments; |
| return str.replace(replaceRE, function(str, p1, offset, s) { |
| for (var ii = 1; ii < args.length; ++ii) { |
| if (args[ii][p1] !== undefined) { |
| return args[ii][p1]; |
| } |
| } |
| throw "unknown string param '" + p1 + "'"; |
| }); |
| }; |
| |
| var upperCaseFirstLetter = function(str) { |
| return str.substring(0, 1).toUpperCase() + str.substring(1); |
| }; |
| |
| /** |
| * Gets a prefixed property. For example, |
| * |
| * var fn = getPrefixedProperty( |
| * window, |
| * "requestAnimationFrame"); |
| * |
| * Will return either: |
| * "window.requestAnimationFrame", |
| * "window.oRequestAnimationFrame", |
| * "window.msRequestAnimationFrame", |
| * "window.mozRequestAnimationFrame", |
| * "window.webKitRequestAnimationFrame", |
| * undefined |
| * |
| * the non-prefixed function is tried first. |
| */ |
| var propertyPrefixes = ["", "moz", "ms", "o", "webkit"]; |
| var getPrefixedProperty = function(obj, propertyName) { |
| for (var ii = 0; ii < propertyPrefixes.length; ++ii) { |
| var prefix = propertyPrefixes[ii]; |
| var name = prefix + propertyName; |
| log(name); |
| var property = obj[name]; |
| if (property) { |
| return property; |
| } |
| if (ii == 0) { |
| propertyName = upperCaseFirstLetter(propertyName); |
| } |
| } |
| return undefined; |
| }; |
| |
| var _requestAnimFrame; |
| |
| /** |
| * Provides requestAnimationFrame in a cross browser way. |
| */ |
| var requestAnimFrame = function(callback) { |
| if (!_requestAnimFrame) { |
| _requestAnimFrame = getPrefixedProperty(window, "requestAnimationFrame") || |
| function(callback, element) { |
| return window.setTimeout(callback, 1000 / 70); |
| }; |
| } |
| _requestAnimFrame.call(window, callback); |
| }; |
| |
| var _cancelAnimFrame; |
| |
| /** |
| * Provides cancelAnimationFrame in a cross browser way. |
| */ |
| var cancelAnimFrame = function(request) { |
| if (!_cancelAnimFrame) { |
| _cancelAnimFrame = getPrefixedProperty(window, "cancelAnimationFrame") || |
| window.clearTimeout; |
| } |
| _cancelAnimFrame.call(window, request); |
| }; |
| |
| /** |
| * Provides requestFullScreen in a cross browser way. |
| */ |
| var requestFullScreen = function(element) { |
| var fn = getPrefixedProperty(element, "requestFullScreen"); |
| if (fn) { |
| fn.call(element); |
| } |
| }; |
| |
| /** |
| * Provides cancelFullScreen in a cross browser way. |
| */ |
| var cancelFullScreen = function() { |
| var fn = getPrefixedProperty(document, "cancelFullScreen"); |
| if (fn) { |
| fn.call(document); |
| } |
| }; |
| |
| var fullScreenStateName; |
| (function() { |
| var fullScreenStateNames = [ |
| "isFullScreen", |
| "fullScreen" |
| ]; |
| for (var ii = 0; ii < fullScreenStateNames.length; ++ii) { |
| var propertyName = fullScreenStateNames[ii]; |
| for (var jj = 0; jj < propertyPrefixes.length; ++jj) { |
| var prefix = propertyPrefixes[jj]; |
| if (prefix.length) { |
| propertyName = upperCaseFirstLetter(propertyName); |
| fullScreenStateName = prefix + propertyName; |
| if (document[fullScreenStateName] !== undefined) { |
| return; |
| } |
| } |
| } |
| fullScreenStateName = undefined; |
| } |
| }()); |
| |
| /** |
| * @return {boolean} True if fullscreen mode is active. |
| */ |
| var getFullScreenState = function() { |
| log("fullscreenstatename:" + fullScreenStateName); |
| log(document[fullScreenStateName]); |
| return document[fullScreenStateName]; |
| }; |
| |
| /** |
| * @param {!HTMLElement} element The element to go fullscreen. |
| * @param {!function(boolean)} callback A function that will be called |
| * when entering/exiting fullscreen. It is passed true if |
| * entering fullscreen, false if exiting. |
| */ |
| var onFullScreenChange = function(element, callback) { |
| propertyPrefixes.forEach(function(prefix) { |
| var eventName = prefix + "fullscreenchange"; |
| log("addevent: " + eventName); |
| document.addEventListener(eventName, function(event) { |
| log("event: " + eventName); |
| callback(getFullScreenState()); |
| }); |
| }); |
| }; |
| |
| /** |
| * @param {!string} buttonId The id of the button that will toggle fullscreen |
| * mode. |
| * @param {!string} fullscreenId The id of the element to go fullscreen. |
| * @param {!function(boolean)} callback A function that will be called |
| * when entering/exiting fullscreen. It is passed true if |
| * entering fullscreen, false if exiting. |
| * @return {boolean} True if fullscreen mode is supported. |
| */ |
| var setupFullscreen = function(buttonId, fullscreenId, callback) { |
| if (!fullScreenStateName) { |
| return false; |
| } |
| |
| var fullscreenElement = document.getElementById(fullscreenId); |
| onFullScreenChange(fullscreenElement, callback); |
| |
| var toggleFullScreen = function(event) { |
| if (getFullScreenState()) { |
| cancelFullScreen(fullscreenElement); |
| } else { |
| requestFullScreen(fullscreenElement); |
| } |
| event.preventDefault(); |
| return false; |
| }; |
| |
| var buttonElement = document.getElementById(buttonId); |
| buttonElement.addEventListener('click', toggleFullScreen); |
| |
| return true; |
| }; |
| |
| /** |
| * Waits for the browser to composite the web page. |
| * @param {function()} callback A function to call after compositing has taken |
| * place. |
| */ |
| var waitForComposite = function(callback) { |
| var frames = 5; |
| var countDown = function() { |
| if (frames == 0) { |
| // TODO(kbr): unify with js-test-pre.js and enable these with |
| // verbose logging. |
| // log("waitForComposite: callback"); |
| callback(); |
| } else { |
| // log("waitForComposite: countdown(" + frames + ")"); |
| --frames; |
| requestAnimFrame.call(window, countDown); |
| } |
| }; |
| countDown(); |
| }; |
| |
| /** |
| * Runs an array of functions, yielding to the browser between each step. |
| * If you want to know when all the steps are finished add a last step. |
| * @param {!Array.<function(): void>} steps Array of functions. |
| */ |
| var runSteps = function(steps) { |
| if (!steps.length) { |
| return; |
| } |
| |
| // copy steps so they can't be modifed. |
| var stepsToRun = steps.slice(); |
| var currentStep = 0; |
| var runNextStep = function() { |
| stepsToRun[currentStep++](); |
| if (currentStep < stepsToRun.length) { |
| setTimeout(runNextStep, 1); |
| } |
| }; |
| runNextStep(); |
| }; |
| |
| /** |
| * Starts playing a video and waits for it to be consumable. |
| * @param {!HTMLVideoElement} video An HTML5 Video element. |
| * @param {!function(!HTMLVideoElement): void} callback Function to call when |
| * video is ready. |
| */ |
| var startPlayingAndWaitForVideo = function(video, callback) { |
| var gotPlaying = false; |
| var gotTimeUpdate = false; |
| |
| var maybeCallCallback = function() { |
| if (gotPlaying && gotTimeUpdate && callback) { |
| callback(video); |
| callback = undefined; |
| video.removeEventListener('playing', playingListener, true); |
| video.removeEventListener('timeupdate', timeupdateListener, true); |
| } |
| }; |
| |
| var playingListener = function() { |
| gotPlaying = true; |
| maybeCallCallback(); |
| }; |
| |
| var timeupdateListener = function() { |
| // Checking to make sure the current time has advanced beyond |
| // the start time seems to be a reliable heuristic that the |
| // video element has data that can be consumed. |
| if (video.currentTime > 0.0) { |
| gotTimeUpdate = true; |
| maybeCallCallback(); |
| } |
| }; |
| |
| video.addEventListener('playing', playingListener, true); |
| video.addEventListener('timeupdate', timeupdateListener, true); |
| video.loop = true; |
| video.play(); |
| }; |
| |
| var getHost = function(url) { |
| url = url.replace("\\", "/"); |
| var pos = url.indexOf("://"); |
| if (pos >= 0) { |
| url = url.substr(pos + 3); |
| } |
| var parts = url.split('/'); |
| return parts[0]; |
| } |
| |
| // This function returns the last 2 words of the domain of a URL |
| // This is probably not the correct check but it will do for now. |
| var getBaseDomain = function(host) { |
| var parts = host.split(":"); |
| var hostname = parts[0]; |
| var port = parts[1] || "80"; |
| parts = hostname.split("."); |
| if(parts.length < 2) |
| return hostname + ":" + port; |
| var tld = parts[parts.length-1]; |
| var domain = parts[parts.length-2]; |
| return domain + "." + tld + ":" + port; |
| } |
| |
| var runningOnLocalhost = function() { |
| return window.location.hostname.indexOf("localhost") != -1 || |
| window.location.hostname.indexOf("127.0.0.1") != -1; |
| } |
| |
| var getLocalCrossOrigin = function() { |
| var domain; |
| if (window.location.host.indexOf("localhost") != -1) { |
| domain = "127.0.0.1"; |
| } else { |
| domain = "localhost"; |
| } |
| |
| var port = window.location.port || "80"; |
| return window.location.protocol + "//" + domain + ":" + port |
| } |
| |
| var getRelativePath = function(path) { |
| var relparts = window.location.pathname.split("/"); |
| relparts.pop(); // Pop off filename |
| var pathparts = path.split("/"); |
| |
| var i; |
| for (i = 0; i < pathparts.length; ++i) { |
| switch (pathparts[i]) { |
| case "": break; |
| case ".": break; |
| case "..": |
| relparts.pop(); |
| break; |
| default: |
| relparts.push(pathparts[i]); |
| break; |
| } |
| } |
| |
| return relparts.join("/"); |
| } |
| |
| var setupImageForCrossOriginTest = function(img, imgUrl, localUrl, callback) { |
| window.addEventListener("load", function() { |
| if (typeof(img) == "string") |
| img = document.querySelector(img); |
| if (!img) |
| img = new Image(); |
| |
| img.addEventListener("load", callback, false); |
| img.addEventListener("error", callback, false); |
| |
| if (runningOnLocalhost()) |
| img.src = getLocalCrossOrigin() + getRelativePath(localUrl); |
| else |
| img.src = getUrlOptions().imgUrl || imgUrl; |
| }, false); |
| } |
| |
| /** |
| * Convert sRGB color to linear color. |
| * @param {!Array.<number>} color The color to be converted. |
| * The array has 4 elements, for example [R, G, B, A]. |
| * where each element is in the range 0 to 255. |
| * @return {!Array.<number>} color The color to be converted. |
| * The array has 4 elements, for example [R, G, B, A]. |
| * where each element is in the range 0 to 255. |
| */ |
| var sRGBToLinear = function(color) { |
| return [sRGBChannelToLinear(color[0]), |
| sRGBChannelToLinear(color[1]), |
| sRGBChannelToLinear(color[2]), |
| color[3]] |
| } |
| |
| /** |
| * Convert linear color to sRGB color. |
| * @param {!Array.<number>} color The color to be converted. |
| * The array has 4 elements, for example [R, G, B, A]. |
| * where each element is in the range 0 to 255. |
| * @return {!Array.<number>} color The color to be converted. |
| * The array has 4 elements, for example [R, G, B, A]. |
| * where each element is in the range 0 to 255. |
| */ |
| var linearToSRGB = function(color) { |
| return [linearChannelToSRGB(color[0]), |
| linearChannelToSRGB(color[1]), |
| linearChannelToSRGB(color[2]), |
| color[3]] |
| } |
| |
| function sRGBChannelToLinear(value) { |
| value = value / 255; |
| if (value <= 0.04045) |
| value = value / 12.92; |
| else |
| value = Math.pow((value + 0.055) / 1.055, 2.4); |
| return Math.trunc(value * 255 + 0.5); |
| } |
| |
| function linearChannelToSRGB(value) { |
| value = value / 255; |
| if (value <= 0.0) { |
| value = 0.0; |
| } else if (value < 0.0031308) { |
| value = value * 12.92; |
| } else if (value < 1) { |
| value = Math.pow(value, 0.41666) * 1.055 - 0.055; |
| } else { |
| value = 1.0; |
| } |
| return Math.trunc(value * 255 + 0.5); |
| } |
| |
| function comparePixels(cmp, ref, tolerance, diff) { |
| if (cmp.length != ref.length) { |
| testFailed("invalid pixel size."); |
| } |
| |
| var count = 0; |
| for (var i = 0; i < cmp.length; i++) { |
| diff[i * 4] = 0; |
| diff[i * 4 + 1] = 255; |
| diff[i * 4 + 2] = 0; |
| diff[i * 4 + 3] = 255; |
| if (Math.abs(cmp[i * 4] - ref[i * 4]) > tolerance || |
| Math.abs(cmp[i * 4 + 1] - ref[i * 4 + 1]) > tolerance || |
| Math.abs(cmp[i * 4 + 2] - ref[i * 4 + 2]) > tolerance || |
| Math.abs(cmp[i * 4 + 3] - ref[i * 4 + 3]) > tolerance) { |
| if (count < 10) { |
| testFailed("Pixel " + i + ": expected (" + |
| [ref[i * 4], ref[i * 4 + 1], ref[i * 4 + 2], ref[i * 4 + 3]] + "), got (" + |
| [cmp[i * 4], cmp[i * 4 + 1], cmp[i * 4 + 2], cmp[i * 4 + 3]] + ")"); |
| } |
| count++; |
| diff[i * 4] = 255; |
| diff[i * 4 + 1] = 0; |
| } |
| } |
| |
| return count; |
| } |
| |
| function displayImageDiff(cmp, ref, diff, width, height) { |
| var div = document.createElement("div"); |
| |
| var cmpImg = createImageFromPixel(cmp, width, height); |
| var refImg = createImageFromPixel(ref, width, height); |
| var diffImg = createImageFromPixel(diff, width, height); |
| wtu.insertImage(div, "Reference", refImg); |
| wtu.insertImage(div, "Result", cmpImg); |
| wtu.insertImage(div, "Difference", diffImg); |
| |
| var console = document.getElementById("console"); |
| console.appendChild(div); |
| } |
| |
| function createImageFromPixel(buf, width, height) { |
| var canvas = document.createElement("canvas"); |
| canvas.width = width; |
| canvas.height = height; |
| var ctx = canvas.getContext("2d"); |
| var imgData = ctx.getImageData(0, 0, width, height); |
| |
| for (var i = 0; i < buf.length; i++) |
| imgData.data[i] = buf[i]; |
| ctx.putImageData(imgData, 0, 0); |
| var img = wtu.makeImageFromCanvas(canvas); |
| return img; |
| } |
| |
| var API = { |
| addShaderSource: addShaderSource, |
| addShaderSources: addShaderSources, |
| cancelAnimFrame: cancelAnimFrame, |
| create3DContext: create3DContext, |
| GLErrorException: GLErrorException, |
| create3DContextWithWrapperThatThrowsOnGLError: create3DContextWithWrapperThatThrowsOnGLError, |
| checkAreaInAndOut: checkAreaInAndOut, |
| checkCanvas: checkCanvas, |
| checkCanvasRect: checkCanvasRect, |
| checkCanvasRectColor: checkCanvasRectColor, |
| checkCanvasRects: checkCanvasRects, |
| checkFloatBuffer: checkFloatBuffer, |
| checkTextureSize: checkTextureSize, |
| clipToRange: clipToRange, |
| createColoredTexture: createColoredTexture, |
| createProgram: createProgram, |
| clearAndDrawUnitQuad: clearAndDrawUnitQuad, |
| clearAndDrawIndexedQuad: clearAndDrawIndexedQuad, |
| comparePixels: comparePixels, |
| displayImageDiff: displayImageDiff, |
| drawUnitQuad: drawUnitQuad, |
| drawIndexedQuad: drawIndexedQuad, |
| drawUByteColorQuad: drawUByteColorQuad, |
| drawFloatColorQuad: drawFloatColorQuad, |
| dummySetProgramAndDrawNothing: dummySetProgramAndDrawNothing, |
| dumpShadersInfo: dumpShadersInfo, |
| endsWith: endsWith, |
| failIfGLError: failIfGLError, |
| fillTexture: fillTexture, |
| getBytesPerComponent: getBytesPerComponent, |
| getDefault3DContextVersion: getDefault3DContextVersion, |
| getExtensionPrefixedNames: getExtensionPrefixedNames, |
| getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes, |
| getFileListAsync: getFileListAsync, |
| getLastError: getLastError, |
| getPrefixedProperty: getPrefixedProperty, |
| getScript: getScript, |
| getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes, |
| getTypedArrayElementsPerPixel: getTypedArrayElementsPerPixel, |
| getUrlArguments: getUrlArguments, |
| getUrlOptions: getUrlOptions, |
| getAttribMap: getAttribMap, |
| getUniformMap: getUniformMap, |
| glEnumToString: glEnumToString, |
| glErrorShouldBe: glErrorShouldBe, |
| glTypeToTypedArrayType: glTypeToTypedArrayType, |
| hasAttributeCaseInsensitive: hasAttributeCaseInsensitive, |
| insertImage: insertImage, |
| loadImageAsync: loadImageAsync, |
| loadImagesAsync: loadImagesAsync, |
| loadProgram: loadProgram, |
| loadProgramFromFile: loadProgramFromFile, |
| loadProgramFromScript: loadProgramFromScript, |
| loadProgramFromScriptExpectError: loadProgramFromScriptExpectError, |
| loadShader: loadShader, |
| loadShaderFromFile: loadShaderFromFile, |
| loadShaderFromScript: loadShaderFromScript, |
| loadStandardProgram: loadStandardProgram, |
| loadStandardProgramAsync: loadStandardProgramAsync, |
| loadStandardVertexShader: loadStandardVertexShader, |
| loadStandardVertexShaderAsync: loadStandardVertexShaderAsync, |
| loadStandardFragmentShader: loadStandardFragmentShader, |
| loadStandardFragmentShaderAsync: loadStandardFragmentShaderAsync, |
| loadUniformBlockProgram: loadUniformBlockProgram, |
| loadUniformBlockVertexShader: loadUniformBlockVertexShader, |
| loadUniformBlockFragmentShader: loadUniformBlockFragmentShader, |
| loadTextFileAsync: loadTextFileAsync, |
| loadTexture: loadTexture, |
| log: log, |
| loggingOff: loggingOff, |
| makeCheckRect: makeCheckRect, |
| makeImage: makeImage, |
| makeImageFromCanvas: makeImageFromCanvas, |
| makeVideo: makeVideo, |
| error: error, |
| shallowCopyObject: shallowCopyObject, |
| setDefault3DContextVersion: setDefault3DContextVersion, |
| setupColorQuad: setupColorQuad, |
| setupProgram: setupProgram, |
| setupTransformFeedbackProgram: setupTransformFeedbackProgram, |
| setupQuad: setupQuad, |
| setupQuadWithTexCoords: setupQuadWithTexCoords, |
| setupIndexedQuad: setupIndexedQuad, |
| setupIndexedQuadWithOptions: setupIndexedQuadWithOptions, |
| setupSimpleColorProgram: setupSimpleColorProgram, |
| setupSimpleTextureProgram: setupSimpleTextureProgram, |
| setupSimpleCubeMapTextureProgram: setupSimpleCubeMapTextureProgram, |
| setupSimpleVertexColorProgram: setupSimpleVertexColorProgram, |
| setupNoTexCoordTextureProgram: setupNoTexCoordTextureProgram, |
| setupTexturedQuad: setupTexturedQuad, |
| setupTexturedQuadWithTexCoords: setupTexturedQuadWithTexCoords, |
| setupTexturedQuadWithCubeMap: setupTexturedQuadWithCubeMap, |
| setupUnitQuad: setupUnitQuad, |
| setFloatDrawColor: setFloatDrawColor, |
| setUByteDrawColor: setUByteDrawColor, |
| startPlayingAndWaitForVideo: startPlayingAndWaitForVideo, |
| startsWith: startsWith, |
| shouldGenerateGLError: shouldGenerateGLError, |
| readFile: readFile, |
| readFileList: readFileList, |
| replaceParams: replaceParams, |
| requestAnimFrame: requestAnimFrame, |
| runSteps: runSteps, |
| waitForComposite: waitForComposite, |
| |
| // fullscreen api |
| setupFullscreen: setupFullscreen, |
| |
| // sRGB converter api |
| sRGBToLinear: sRGBToLinear, |
| linearToSRGB: linearToSRGB, |
| |
| getHost: getHost, |
| getBaseDomain: getBaseDomain, |
| runningOnLocalhost: runningOnLocalhost, |
| getLocalCrossOrigin: getLocalCrossOrigin, |
| getRelativePath: getRelativePath, |
| setupImageForCrossOriginTest: setupImageForCrossOriginTest, |
| |
| none: false |
| }; |
| |
| Object.defineProperties(API, { |
| noTexCoordTextureVertexShader: { value: noTexCoordTextureVertexShader, writable: false }, |
| simpleTextureVertexShader: { value: simpleTextureVertexShader, writable: false }, |
| simpleColorFragmentShader: { value: simpleColorFragmentShader, writable: false }, |
| simpleColorFragmentShaderESSL300: { value: simpleColorFragmentShaderESSL300, writable: false }, |
| simpleVertexShader: { value: simpleVertexShader, writable: false }, |
| simpleTextureFragmentShader: { value: simpleTextureFragmentShader, writable: false }, |
| simpleCubeMapTextureFragmentShader: { value: simpleCubeMapTextureFragmentShader, writable: false }, |
| simpleVertexColorFragmentShader: { value: simpleVertexColorFragmentShader, writable: false }, |
| simpleVertexColorVertexShader: { value: simpleVertexColorVertexShader, writable: false } |
| }); |
| |
| return API; |
| |
| }()); |