| // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| WebGLTestUtils = (function() { |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var log = function(msg) { |
| if (window.console && window.console.log) { |
| window.console.log(msg); |
| } |
| }; |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var error = function(msg) { |
| if (window.console) { |
| if (window.console.error) { |
| window.console.error(msg); |
| } |
| else if (window.console.log) { |
| window.console.log(msg); |
| } |
| } |
| }; |
| |
| /** |
| * Turn off all logging. |
| */ |
| var loggingOff = function() { |
| log = function() {}; |
| error = function() {}; |
| }; |
| |
| /** |
| * Converts a WebGL enum to a string |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} value The enum value. |
| * @return {string} The enum as a string. |
| */ |
| var glEnumToString = function(gl, value) { |
| for (var p in gl) { |
| if (gl[p] == value) { |
| return p; |
| } |
| } |
| return "0x" + 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 vertex shader for a single texture. |
| * @type {string} |
| */ |
| var simpleColorVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a color. |
| * @type {string} |
| */ |
| var simpleColorFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform vec4 u_color;', |
| 'void main() {', |
| ' gl_FragData[0] = u_color;', |
| '}'].join('\n'); |
| |
| /** |
| * Creates a simple texture vertex shader. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @return {!WebGLShader} |
| */ |
| var setupSimpleTextureVertexShader = function(gl) { |
| return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); |
| }; |
| |
| /** |
| * Creates a simple texture fragment shader. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @return {!WebGLShader} |
| */ |
| var setupSimpleTextureFragmentShader = function(gl) { |
| return loadShader( |
| gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); |
| }; |
| |
| /** |
| * Creates a program, attaches shaders, binds attrib locations, links the |
| * program and calls useProgram. |
| * @param {!Array.<!WebGLShader>} shaders The shaders to attach . |
| * @param {!Array.<string>} opt_attribs The attribs names. |
| * @param {!Array.<number>} opt_locations The locations for the attribs. |
| */ |
| var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { |
| var realShaders = []; |
| var program = gl.createProgram(); |
| for (var ii = 0; ii < shaders.length; ++ii) { |
| var shader = shaders[ii]; |
| if (typeof shader == 'string') { |
| var element = document.getElementById(shader); |
| if (element) { |
| shader = loadShaderFromScript(gl, shader); |
| } else { |
| shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER); |
| } |
| } |
| gl.attachShader(program, shader); |
| } |
| 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 simple texture program. |
| * @param {!WebGLContext} gl The WebGLContext 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; |
| var vs = setupSimpleTextureVertexShader(gl); |
| var fs = setupSimpleTextureFragmentShader(gl); |
| if (!vs || !fs) { |
| return null; |
| } |
| var program = setupProgram( |
| gl, |
| [vs, fs], |
| ['vPosition', 'texCoord0'], |
| [opt_positionLocation, opt_texcoordLocation]); |
| if (!program) { |
| gl.deleteShader(fs); |
| gl.deleteShader(vs); |
| } |
| gl.useProgram(program); |
| return program; |
| }; |
| |
| /** |
| * Creates buffers for a textured unit quad and attaches them to vertex attribs. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @return {!Array.<WebGLBuffer>} The buffer objects that were |
| * created. |
| */ |
| var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| opt_texcoordLocation = opt_texcoordLocation || 1; |
| var objects = []; |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0, 1.0, 0.0, |
| -1.0, 1.0, 0.0, |
| -1.0, -1.0, 0.0, |
| 1.0, 1.0, 0.0, |
| -1.0, -1.0, 0.0, |
| 1.0, -1.0, 0.0]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_positionLocation); |
| gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); |
| objects.push(vertexObject); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0, 1.0, |
| 0.0, 1.0, |
| 0.0, 0.0, |
| 1.0, 1.0, |
| 0.0, 0.0, |
| 1.0, 0.0]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_texcoordLocation); |
| gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
| objects.push(vertexObject); |
| return objects; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a textured quad. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| * @return {!WebGLProgram} |
| */ |
| var setupTexturedQuad = function( |
| gl, opt_positionLocation, opt_texcoordLocation) { |
| var program = setupSimpleTextureProgram( |
| gl, opt_positionLocation, opt_texcoordLocation); |
| setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); |
| return program; |
| }; |
| |
| /** |
| * Creates a program and buffers for rendering a color quad. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @return {!WebGLProgram} |
| */ |
| var setupColorQuad = function(gl, opt_positionLocation) { |
| opt_positionLocation = opt_positionLocation || 0; |
| var program = wtu.setupProgram( |
| gl, |
| [simpleColorVertexShader, simpleColorFragmentShader], |
| ['vPosition'], |
| [opt_positionLocation]); |
| setupUnitQuad(gl, opt_positionLocation); |
| return program; |
| }; |
| |
| /** |
| * 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. |
| */ |
| var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { |
| 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); |
| } else if (endsWith(shader, ".vert")) { |
| shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER); |
| } else if (endsWith(shader, ".frag")) { |
| shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER); |
| } else { |
| shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER); |
| } |
| } |
| 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 unit quad with only positions of a given rez |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} gridRez The resolution of the mesh grid. |
| * @param {number} opt_positionLocation The attrib location for position. |
| */ |
| var setupQuad = function ( |
| gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { |
| var positionLocation = opt_positionLocation || 0; |
| var objects = []; |
| |
| 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; |
| positions[poffset + 1] = -1 + 2 * yy / gridRes; |
| positions[poffset + 2] = 0; |
| |
| poffset += 3; |
| } |
| } |
| |
| 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 (opt_flipOddTriangles) { |
| indices[tbase + 4] = index + vertsAcross + 1; |
| indices[tbase + 5] = index + 1; |
| } |
| |
| index += 1; |
| tbase += 6; |
| } |
| } |
| |
| 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); |
| |
| var 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; |
| }; |
| |
| /** |
| * 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; |
| } |
| } |
| |
| var 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; |
| } |
| } |
| |
| var 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; |
| }; |
| |
| /** |
| * Fills the given texture with a solid color |
| * @param {!WebGLContext} gl The WebGLContext 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. A 4 element array |
| * where each element is in the range 0 to 255. |
| * @param {number} opt_level The level of the texture to fill. Default = 0. |
| */ |
| var fillTexture = function(gl, tex, width, height, color, opt_level) { |
| opt_level = opt_level || 0; |
| var numPixels = width * height; |
| var size = numPixels * 4; |
| var buf = new Uint8Array(size); |
| for (var ii = 0; ii < numPixels; ++ii) { |
| var off = ii * 4; |
| buf[off + 0] = color[0]; |
| buf[off + 1] = color[1]; |
| buf[off + 2] = color[2]; |
| buf[off + 3] = color[3]; |
| } |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D( |
| gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, |
| gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| }; |
| |
| /** |
| * Creates a textures and fills it with a solid color |
| * @param {!WebGLContext} gl The WebGLContext 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; |
| }; |
| |
| /** |
| * Draws a previously setup quad in the given color. |
| * @param {!WebGLContext} gl The WebGLContext 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 {!WebGLContext} gl The WebGLContext 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) { |
| var floatColor = []; |
| for (var ii = 0; ii < color.length; ++ii) { |
| floatColor[ii] = ubyteToFloat(color[ii]); |
| } |
| drawFloatColorQuad(gl, floatColor); |
| }; |
| |
| /** |
| * Draws a previously setup quad. |
| * @param {!WebGLContext} gl The WebGLContext 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 drawQuad = 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); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| }; |
| |
| /** |
| * Draws a previously setupUnitQuad. |
| * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
| */ |
| var drawUnitQuad = function(gl) { |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| }; |
| |
| /** |
| * 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 previously setup quad. |
| * @param {!WebGLContext} gl The WebGLContext 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 drawIndexedQuad = 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); |
| gl.drawElements(gl.TRIANGLES, 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; |
| }; |
| |
| /** |
| * Checks that a portion of a canvas 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. |
| */ |
| var checkCanvasRectColor = function(gl, x, y, width, height, color, opt_errorRange, sameFn, differentFn, logFn) { |
| 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 heigh 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 = new Uint8Array(width * height * 4); |
| gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, 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]) { |
| differentFn(); |
| var was = buf[offset + 0].toString(); |
| for (j = 1; j < color.length; ++j) { |
| was += "," + buf[offset + j]; |
| } |
| logFn('at (' + (x + (i % width)) + ', ' + (y + Math.floor(i / width)) + |
| ') expected: ' + color + ' was ' + was); |
| return; |
| } |
| } |
| } |
| sameFn(); |
| }; |
| |
| /** |
| * Checks that a portion of a canvas is 1 color. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} x left corner of region to check. |
| * @param {number} y bottom corner of region to check. |
| * @param {number} width width of region to check. |
| * @param {number} height width of region to check. |
| * @param {!Array.<number>} color The color to fill clear with before drawing. 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 checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange) { |
| errorRange = errorRange || 0; |
| var buf = new Uint8Array(width * height * 4); |
| gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 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) { |
| testFailed(msg); |
| var was = buf[offset + 0].toString(); |
| for (j = 1; j < color.length; ++j) { |
| was += "," + buf[offset + j]; |
| } |
| debug('at (' + (i % width) + ', ' + Math.floor(i / width) + |
| ') expected: ' + color + ' was ' + was); |
| return; |
| } |
| } |
| } |
| if (!msg) { |
| msg = "Color was " + color; |
| } |
| testPassed(msg); |
| }; |
| |
| /** |
| * Checks that an entire canvas is 1 color. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {!Array.<number>} color The color to fill clear with before drawing. 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); |
| }; |
| |
| /** |
| * Loads a texture, calls callback when finished. |
| * @param {!WebGLContext} gl The WebGLContext 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; |
| }; |
| |
| /** |
| * Creates a webgl context. |
| * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not |
| * passed in one will be created. |
| * @return {!WebGLContext} The created context. |
| */ |
| var create3DContext = function(opt_canvas, opt_attributes) { |
| opt_canvas = opt_canvas || document.createElement("canvas"); |
| if (typeof opt_canvas == 'string') { |
| opt_canvas = document.getElementById(opt_canvas); |
| } |
| var context = null; |
| var names = ["webgl", "experimental-webgl"]; |
| for (var i = 0; i < names.length; ++i) { |
| try { |
| context = opt_canvas.getContext(names[i], opt_attributes); |
| } catch (e) { |
| } |
| if (context) { |
| break; |
| } |
| } |
| if (!context) { |
| testFailed("Unable to fetch WebGL rendering context for Canvas"); |
| } |
| return context; |
| } |
| |
| /** |
| * Gets a GLError value as a string. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} err The webgl error as retrieved from gl.getError(). |
| * @return {string} the error as a string. |
| */ |
| var getGLErrorAsString = function(gl, err) { |
| if (err === gl.NO_ERROR) { |
| return "NO_ERROR"; |
| } |
| for (var name in gl) { |
| if (gl[name] === err) { |
| return name; |
| } |
| } |
| return err.toString(); |
| }; |
| |
| /** |
| * Wraps a WebGL function with a function that throws an exception if there is |
| * an error. |
| * @param {!WebGLContext} gl The WebGLContext 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 != 0) |
| throw "GL error " + getGLErrorAsString(err) + " in " + fname; |
| 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. |
| * @return {!Object} The wrapped context. |
| */ |
| function create3DContextWithWrapperThatThrowsOnGLError(canvas) { |
| var context = create3DContext(canvas); |
| 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 {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} glError The expected gl error. |
| * @param {string} evalSTr The string to evaluate. |
| */ |
| var shouldGenerateGLError = function(gl, glError, evalStr) { |
| var exception; |
| try { |
| eval(evalStr); |
| } catch (e) { |
| exception = e; |
| } |
| if (exception) { |
| testFailed(evalStr + " threw exception " + exception); |
| } else { |
| var err = gl.getError(); |
| if (err != glError) { |
| testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + "."); |
| } else { |
| testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glError) + "."); |
| } |
| } |
| }; |
| |
| /** |
| * Tests that the first error GL returns is the specified error. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} glError The expected gl error. |
| * @param {string} opt_msg |
| */ |
| var glErrorShouldBe = function(gl, glError, opt_msg) { |
| opt_msg = opt_msg || ""; |
| var err = gl.getError(); |
| if (err != glError) { |
| testFailed("getError expected: " + getGLErrorAsString(gl, glError) + |
| ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); |
| } else { |
| testPassed("getError was expected value: " + |
| getGLErrorAsString(gl, glError) + " : " + opt_msg); |
| } |
| }; |
| |
| /** |
| * Links a WebGL program, throws if there are errors. |
| * @param {!WebGLContext} gl The WebGLContext 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) { |
| // 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); |
| |
| testFailed("Error in program linking:" + error); |
| |
| gl.deleteProgram(program); |
| } |
| }; |
| |
| /** |
| * Sets up WebGL with shaders. |
| * @param {string} canvasName The id of the canvas. |
| * @param {string} vshader The id of the script tag that contains the vertex |
| * shader source. |
| * @param {string} fshader The id of the script tag that contains the fragment |
| * shader source. |
| * @param {!Array.<string>} attribs An array of attrib names used to bind |
| * attribs to the ordinal of the name in this array. |
| * @param {!Array.<number>} opt_clearColor The color to cla |
| * @return {!WebGLContext} The created WebGLContext. |
| */ |
| var setupWebGLWithShaders = function( |
| canvasName, vshader, fshader, attribs) { |
| var canvas = document.getElementById(canvasName); |
| var gl = create3DContext(canvas); |
| if (!gl) { |
| testFailed("No WebGL context found"); |
| } |
| |
| // create our shaders |
| var vertexShader = loadShaderFromScript(gl, vshader); |
| var fragmentShader = loadShaderFromScript(gl, fshader); |
| |
| if (!vertexShader || !fragmentShader) { |
| return null; |
| } |
| |
| // Create the program object |
| program = gl.createProgram(); |
| |
| if (!program) { |
| return null; |
| } |
| |
| // Attach our two shaders to the program |
| gl.attachShader (program, vertexShader); |
| gl.attachShader (program, fragmentShader); |
| |
| // Bind attributes |
| for (var i in attribs) { |
| gl.bindAttribLocation (program, i, attribs[i]); |
| } |
| |
| linkProgram(gl, program); |
| |
| gl.useProgram(program); |
| |
| gl.clearColor(0,0,0,1); |
| gl.clearDepth(1); |
| |
| gl.enable(gl.DEPTH_TEST); |
| gl.enable(gl.BLEND); |
| gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
| |
| gl.program = program; |
| return gl; |
| }; |
| |
| /** |
| * Loads text from an external file. This function is synchronous. |
| * @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 = 'loadTextFileSynchronous 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("loaded: " + url); |
| callback(success, text); |
| } |
| }; |
| request.send(null); |
| } catch (e) { |
| log("failed to load: " + url); |
| 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(/ +/); |
| 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.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) { |
| 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 {!WebGLContext} gl The WebGLContext to use. |
| * @param {string} shaderSource The shader source. |
| * @param {number} shaderType The type of shader. |
| * @param {function(string): void) opt_errorCallback callback for errors. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) { |
| 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); |
| var err = gl.getError(); |
| if (err != gl.NO_ERROR) { |
| errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)); |
| return null; |
| } |
| |
| // Compile the shader |
| gl.compileShader(shader); |
| |
| // Check the compile status |
| 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 shader '" + shader + "':" + lastError); |
| gl.deleteShader(shader); |
| return null; |
| } |
| |
| return shader; |
| } |
| |
| /** |
| * Loads a shader from a URL. |
| * @param {!WebGLContext} gl The WebGLContext 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. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShaderFromFile = function(gl, file, type, opt_errorCallback) { |
| var shaderSource = readFile(file); |
| return loadShader(gl, shaderSource, type, opt_errorCallback); |
| }; |
| |
| /** |
| * 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 {!WebGLContext} gl The WebGLContext 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. |
| * @return {!WebGLShader} The created shader. |
| */ |
| var loadShaderFromScript = function( |
| gl, scriptId, opt_shaderType, opt_errorCallback) { |
| var shaderSource = ""; |
| var shaderType; |
| 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") { |
| shaderType = gl.VERTEX_SHADER; |
| } else if (shaderScript.type == "x-shader/x-fragment") { |
| shaderType = gl.FRAGMENT_SHADER; |
| } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) { |
| throw("*** Error: unknown shader type"); |
| return null; |
| } |
| } |
| |
| return loadShader( |
| gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, |
| opt_errorCallback); |
| }; |
| |
| var loadStandardProgram = function(gl) { |
| var program = gl.createProgram(); |
| gl.attachShader(program, loadStandardVertexShader(gl)); |
| gl.attachShader(program, loadStandardFragmentShader(gl)); |
| linkProgram(gl, program); |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from files, creates a program, attaches the shaders and links. |
| * @param {!WebGLContext} gl The WebGLContext 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(); |
| gl.attachShader( |
| program, |
| loadShaderFromFile( |
| gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback)); |
| gl.attachShader( |
| program, |
| loadShaderFromFile( |
| gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| linkProgram(gl, program, opt_errorCallback); |
| return program; |
| }; |
| |
| /** |
| * Loads shaders from script tags, creates a program, attaches the shaders and |
| * links. |
| * @param {!WebGLContext} gl The WebGLContext 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 {!WebGLContext} gl The WebGLContext to use. |
| * @param {string} vertexShader The vertex shader. |
| * @param {string} fragmentShader The fragment shader. |
| * @param {function(string): void) opt_errorCallback callback for errors. |
| * @return {!WebGLProgram} The created program. |
| */ |
| var loadProgram = function( |
| gl, vertexShader, fragmentShader, opt_errorCallback) { |
| var program = gl.createProgram(); |
| gl.attachShader( |
| program, |
| loadShader( |
| gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback)); |
| gl.attachShader( |
| program, |
| loadShader( |
| gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| linkProgram(gl, program, opt_errorCallback); |
| return program; |
| }; |
| |
| var basePath; |
| var getBasePath = function() { |
| if (!basePath) { |
| var expectedBase = "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; |
| }; |
| |
| var loadStandardVertexShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER); |
| }; |
| |
| var loadStandardFragmentShader = function(gl) { |
| return loadShaderFromFile( |
| gl, getBasePath() + "fragmentShader.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) { |
| callback(images); |
| } |
| } |
| function imageLoaded(url) { |
| return function(img) { |
| images[url] = img; |
| countDown(); |
| } |
| } |
| for (var ii = 0; ii < urls.length; ++ii) { |
| ++count; |
| loadImageAsync(urls[ii], imageLoaded(urls[ii])); |
| } |
| countDown(); |
| }; |
| |
| 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; |
| }; |
| |
| /** |
| * 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 2nd link |
| * will 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); |
| }; |
| |
| // 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; |
| } |
| } |
| }; |
| |
| 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 + "'"; |
| }); |
| }; |
| |
| /** |
| * Provides requestAnimationFrame in a cross browser way. |
| */ |
| var requestAnimFrameImpl_; |
| |
| var requestAnimFrame = function(callback, element) { |
| if (!requestAnimFrameImpl_) { |
| requestAnimFrameImpl_ = function() { |
| var functionNames = [ |
| "requestAnimationFrame", |
| "webkitRequestAnimationFrame", |
| "mozRequestAnimationFrame", |
| "oRequestAnimationFrame", |
| "msRequestAnimationFrame" |
| ]; |
| for (var jj = 0; jj < functionNames.length; ++jj) { |
| var functionName = functionNames[jj]; |
| if (window[functionName]) { |
| return function(name) { |
| return function(callback, element) { |
| return window[name].call(window, callback, element); |
| }; |
| }(functionName); |
| } |
| } |
| return function(callback, element) { |
| return window.setTimeout(callback, 1000 / 70); |
| }; |
| }(); |
| } |
| |
| return requestAnimFrameImpl_(callback, element); |
| }; |
| |
| /** |
| * Provides cancelAnimationFrame in a cross browser way. |
| */ |
| var cancelAnimFrame = (function() { |
| return window.cancelAnimationFrame || |
| window.webkitCancelAnimationFrame || |
| window.mozCancelAnimationFrame || |
| window.oCancelAnimationFrame || |
| window.msCancelAnimationFrame || |
| window.clearTimeout; |
| })(); |
| |
| var waitFrames = function(frames, callback) { |
| var countDown = function() { |
| if (frames == 0) { |
| callback(); |
| } else { |
| --frames; |
| requestAnimFrame(countDown); |
| } |
| }; |
| countDown(); |
| }; |
| |
| /** |
| * Waits for the browser to composite the canvas associated with |
| * the WebGL context passed in. |
| */ |
| var waitForComposite = function(gl, callback) { |
| var frames = 5; |
| var countDown = function() { |
| if (frames == 0) { |
| callback(); |
| } else { |
| --frames; |
| requestAnimFrame(countDown); |
| } |
| }; |
| countDown(); |
| }; |
| |
| return { |
| addShaderSource: addShaderSource, |
| cancelAnimFrame: cancelAnimFrame, |
| clipToRange: clipToRange, |
| create3DContext: create3DContext, |
| create3DContextWithWrapperThatThrowsOnGLError: |
| create3DContextWithWrapperThatThrowsOnGLError, |
| checkCanvas: checkCanvas, |
| checkCanvasRect: checkCanvasRect, |
| checkCanvasRectColor: checkCanvasRectColor, |
| createColoredTexture: createColoredTexture, |
| clearAndDrawUnitQuad: clearAndDrawUnitQuad, |
| drawQuad: drawQuad, |
| drawUnitQuad: drawUnitQuad, |
| drawIndexedQuad: drawIndexedQuad, |
| drawUByteColorQuad: drawUByteColorQuad, |
| drawFloatColorQuad: drawFloatColorQuad, |
| endsWith: endsWith, |
| getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes, |
| getFileListAsync: getFileListAsync, |
| getLastError: getLastError, |
| getScript: getScript, |
| getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes, |
| getUrlArguments: getUrlArguments, |
| glEnumToString: glEnumToString, |
| glErrorShouldBe: glErrorShouldBe, |
| fillTexture: fillTexture, |
| loadImageAsync: loadImageAsync, |
| loadImagesAsync: loadImagesAsync, |
| loadProgram: loadProgram, |
| loadProgramFromFile: loadProgramFromFile, |
| loadProgramFromScript: loadProgramFromScript, |
| loadShader: loadShader, |
| loadShaderFromFile: loadShaderFromFile, |
| loadShaderFromScript: loadShaderFromScript, |
| loadStandardProgram: loadStandardProgram, |
| loadStandardVertexShader: loadStandardVertexShader, |
| loadStandardFragmentShader: loadStandardFragmentShader, |
| loadTextFileAsync: loadTextFileAsync, |
| loadTexture: loadTexture, |
| log: log, |
| loggingOff: loggingOff, |
| error: error, |
| setupColorQuad: setupColorQuad, |
| setupProgram: setupProgram, |
| setupQuad: setupQuad, |
| setupIndexedQuad: setupIndexedQuad, |
| setupIndexedQuadWithOptions: setupIndexedQuadWithOptions, |
| setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, |
| setupSimpleTextureProgram: setupSimpleTextureProgram, |
| setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, |
| setupTexturedQuad: setupTexturedQuad, |
| setupUnitQuad: setupUnitQuad, |
| setupWebGLWithShaders: setupWebGLWithShaders, |
| startsWith: startsWith, |
| shouldGenerateGLError: shouldGenerateGLError, |
| readFile: readFile, |
| readFileList: readFileList, |
| replaceParams: replaceParams, |
| requestAnimFrame: requestAnimFrame, |
| waitFrames: waitFrames, |
| waitForComposite: waitForComposite, |
| |
| none: false |
| }; |
| |
| }()); |
| |
| |