| /*------------------------------------------------------------------------- |
| * drawElements Quality Program OpenGL ES Utilities |
| * ------------------------------------------------ |
| * |
| * Copyright 2014 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| * |
| */ |
| |
| 'use strict'; |
| goog.provide('modules.shared.glsShaderRenderCase'); |
| goog.require('framework.common.tcuImageCompare'); |
| goog.require('framework.common.tcuMatrix'); |
| goog.require('framework.common.tcuRGBA'); |
| goog.require('framework.common.tcuSurface'); |
| goog.require('framework.common.tcuTestCase'); |
| goog.require('framework.common.tcuTexture'); |
| goog.require('framework.delibs.debase.deMath'); |
| goog.require('framework.delibs.debase.deString'); |
| goog.require('framework.delibs.debase.deRandom'); |
| goog.require('framework.opengl.gluDrawUtil'); |
| goog.require('framework.opengl.gluTexture'); |
| goog.require('framework.opengl.gluTextureUtil'); |
| goog.require('framework.opengl.gluShaderProgram'); |
| |
| goog.scope(function() { |
| var glsShaderRenderCase = modules.shared.glsShaderRenderCase; |
| |
| var deMath = framework.delibs.debase.deMath; |
| var deString = framework.delibs.debase.deString; |
| var deRandom = framework.delibs.debase.deRandom; |
| var gluTextureUtil = framework.opengl.gluTextureUtil; |
| var gluTexture = framework.opengl.gluTexture; |
| var gluDrawUtil = framework.opengl.gluDrawUtil; |
| var tcuImageCompare = framework.common.tcuImageCompare; |
| var tcuTexture = framework.common.tcuTexture; |
| var tcuMatrix = framework.common.tcuMatrix; |
| var tcuRGBA = framework.common.tcuRGBA; |
| var tcuTestCase = framework.common.tcuTestCase; |
| var tcuSurface = framework.common.tcuSurface; |
| var gluShaderProgram = framework.opengl.gluShaderProgram; |
| |
| /** @typedef {function(glsShaderRenderCase.ShaderEvalContext)} */ glsShaderRenderCase.ShaderEvalFunc; |
| |
| /** @const {number} */ glsShaderRenderCase.GRID_SIZE = 64; |
| /** @const {number} */ glsShaderRenderCase.MAX_RENDER_WIDTH = 128; |
| /** @const {number} */ glsShaderRenderCase.MAX_RENDER_HEIGHT = 112; |
| /** @const {Array<number>} */ glsShaderRenderCase.DEFAULT_CLEAR_COLOR = [0.125, 0.25, 0.5, 1.0]; |
| /** @const {number} */ glsShaderRenderCase.MAX_USER_ATTRIBS = 4; |
| /** @const {number} */ glsShaderRenderCase.MAX_TEXTURES = 4; |
| |
| /** |
| * @param {Array<number>} a |
| * @return {tcuRGBA.RGBA} |
| */ |
| glsShaderRenderCase.toRGBA = function(a) { |
| return tcuRGBA.newRGBAComponents( |
| deMath.clamp(Math.round(a[0] * 255.0), 0, 255), |
| deMath.clamp(Math.round(a[1] * 255.0), 0, 255), |
| deMath.clamp(Math.round(a[2] * 255.0), 0, 255), |
| deMath.clamp(Math.round(a[3] * 255.0), 0, 255)); |
| }; |
| |
| /** |
| * Helper function |
| * @param {?(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} tex |
| * @return {gluTexture.Type} |
| */ |
| glsShaderRenderCase.getTextureType = function(tex) { |
| if (tex === null || tex.getType() <= 0) |
| return gluTexture.Type.TYPE_NONE; |
| else |
| return tex.getType(); |
| }; |
| |
| /** |
| * @constructor |
| * @param {number=} indent |
| */ |
| glsShaderRenderCase.LineStream = function(indent) { |
| indent = indent === undefined ? 0 : indent; |
| /** @type {number} */ this.m_indent = indent; |
| /** @type {string} */ this.m_stream; |
| /** @type {string} */ this.m_string; |
| }; |
| |
| /** |
| * @return {string} |
| */ |
| glsShaderRenderCase.LineStream.prototype.str = function() { |
| this.m_string = this.m_stream; |
| return this.m_string; |
| }; |
| |
| /** |
| * @constructor |
| * @param {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)=} tex |
| * @param {tcuTexture.Sampler=} sampler |
| */ |
| glsShaderRenderCase.TextureBinding = function(tex, sampler) { |
| tex = tex === undefined ? null : tex; |
| sampler = sampler === undefined ? null : sampler; |
| /** @type {gluTexture.Type} */ this.m_type = glsShaderRenderCase.getTextureType(tex); |
| /** @type {tcuTexture.Sampler} */ this.m_sampler = sampler; |
| /** @type {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} */ |
| this.m_binding = tex; |
| }; |
| |
| /** |
| * @param {tcuTexture.Sampler} sampler |
| */ |
| glsShaderRenderCase.TextureBinding.prototype.setSampler = function(sampler) { |
| this.m_sampler = sampler; |
| }; |
| |
| /** |
| * @param {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} tex |
| */ |
| glsShaderRenderCase.TextureBinding.prototype.setTexture = function(tex) { |
| this.m_type = glsShaderRenderCase.getTextureType(tex); |
| this.m_binding = tex; |
| }; |
| |
| /** @return {gluTexture.Type} */ |
| glsShaderRenderCase.TextureBinding.prototype.getType = function() { |
| return this.m_type; |
| }; |
| |
| /** @return {tcuTexture.Sampler} */ |
| glsShaderRenderCase.TextureBinding.prototype.getSampler = function() { |
| return this.m_sampler; |
| }; |
| |
| /** @return {(gluTexture.Texture2D|gluTexture.TextureCube|gluTexture.Texture2DArray|gluTexture.Texture3D)} */ |
| glsShaderRenderCase.TextureBinding.prototype.getBinding = function() { |
| return this.m_binding; |
| }; |
| |
| /** |
| * @constructor |
| * @param {number} gridSize |
| * @param {number} width |
| * @param {number} height |
| * @param {Array<number>} constCoords |
| * @param {Array<tcuMatrix.Matrix>} userAttribTransforms |
| * @param {Array<glsShaderRenderCase.TextureBinding>} textures |
| */ |
| glsShaderRenderCase.QuadGrid = function(gridSize, width, height, constCoords, userAttribTransforms, textures) { |
| /** @type {number} */ this.m_gridSize = gridSize; |
| /** @type {number} */ this.m_numVertices = (gridSize + 1) * (gridSize + 1); |
| /** @type {number} */ this.m_numTriangles = (gridSize * gridSize *2); |
| /** @type {Array<number>} */ this.m_constCoords = constCoords; |
| /** @type {Array<tcuMatrix.Matrix>} */ this.m_userAttribTransforms = userAttribTransforms; |
| /** @type {Array<glsShaderRenderCase.TextureBinding>} */ this.m_textures = textures; |
| /** @type {Array<Array<number>>} */ this.m_screenPos = []; |
| /** @type {Array<Array<number>>} */ this.m_positions = []; |
| /** @type {Array<Array<number>>} */ this.m_coords = []; //!< Near-unit coordinates, roughly [-2.0 .. 2.0]. |
| /** @type {Array<Array<number>>} */ this.m_unitCoords = []; //!< Positive-only coordinates [0.0 .. 1.5]. |
| /** @type {Array<number>} */ this.m_attribOne = []; |
| /** @type {Array<Array<number>>} */ this.m_userAttribs = []; |
| for (var attribNdx = 0; attribNdx < this.getNumUserAttribs(); attribNdx++) |
| this.m_userAttribs[attribNdx] = []; |
| /** @type {Array<number>} */ this.m_indices = []; |
| |
| /** @type Array<number>} */ var viewportScale = [width, height, 0, 0]; |
| for (var y = 0; y < gridSize + 1; y++) |
| for (var x = 0; x < gridSize + 1; x++) { |
| /** @type {number} */ var sx = x / gridSize; |
| /** @type {number} */ var sy = y / gridSize; |
| /** @type {number} */ var fx = 2.0 * sx - 1.0; |
| /** @type {number} */ var fy = 2.0 * sy - 1.0; |
| /** @type {number} */ var vtxNdx = ((y * (gridSize + 1)) + x); |
| |
| this.m_positions[vtxNdx] = [fx, fy, 0.0, 1.0]; |
| this.m_attribOne[vtxNdx] = 1.0; |
| this.m_screenPos[vtxNdx] = deMath.multiply([sx, sy, 0.0, 1.0], viewportScale); |
| this.m_coords[vtxNdx] = this.getCoords(sx, sy); |
| this.m_unitCoords[vtxNdx] = this.getUnitCoords(sx, sy); |
| |
| for (var attribNdx = 0; attribNdx < this.getNumUserAttribs(); attribNdx++) |
| this.m_userAttribs[attribNdx][vtxNdx] = this.getUserAttrib(attribNdx, sx, sy); |
| } |
| |
| // Compute indices. |
| for (var y = 0; y < gridSize; y++) |
| for (var x = 0; x < gridSize; x++) { |
| /** @type {number} */ var stride = gridSize + 1; |
| /** @type {number} */ var v00 = (y * stride) + x; |
| /** @type {number} */ var v01 = (y * stride) + x + 1; |
| /** @type {number} */ var v10 = ((y + 1) * stride) + x; |
| /** @type {number} */ var v11 = ((y + 1) * stride) + x + 1; |
| |
| /** @type {number} */ var baseNdx = ((y * gridSize) + x) * 6; |
| this.m_indices[baseNdx + 0] = v10; |
| this.m_indices[baseNdx + 1] = v00; |
| this.m_indices[baseNdx + 2] = v01; |
| |
| this.m_indices[baseNdx + 3] = v10; |
| this.m_indices[baseNdx + 4] = v01; |
| this.m_indices[baseNdx + 5] = v11; |
| } |
| }; |
| |
| /** @return {number} */ |
| glsShaderRenderCase.QuadGrid.prototype.getGridSize = function() { |
| return this.m_gridSize; |
| }; |
| |
| /** @return {number} */ |
| glsShaderRenderCase.QuadGrid.prototype.getNumVertices = function() { |
| return this.m_numVertices; |
| }; |
| |
| /** @return {number} */ |
| glsShaderRenderCase.QuadGrid.prototype.getNumTriangles = function() { |
| return this.m_numTriangles; |
| }; |
| |
| /** @return {Array<number>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getConstCoords = function() { |
| return this.m_constCoords; |
| }; |
| |
| /** @return {Array<tcuMatrix.Matrix>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getUserAttribTransforms = function() { |
| return this.m_userAttribTransforms; |
| }; |
| |
| /** @return {Array<glsShaderRenderCase.TextureBinding>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getTextures = function() { |
| return this.m_textures; |
| }; |
| |
| /** @return {Array<Array<number>>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getPositions = function() { |
| return this.m_positions; |
| }; |
| |
| /** @return {Array<number>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getAttribOne = function() { |
| return this.m_attribOne; |
| }; |
| |
| /** @return {Array<Array<number>>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getCoordsArray = function() { |
| return this.m_coords; |
| }; |
| |
| /** @return {Array<Array<number>>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getUnitCoordsArray = function() { |
| return this.m_unitCoords; |
| }; |
| |
| /** |
| * @param {number} attribNdx |
| * @return {Array<number>} |
| */ |
| glsShaderRenderCase.QuadGrid.prototype.getUserAttribByIndex = function(attribNdx) { |
| return this.m_userAttribs[attribNdx]; |
| }; |
| |
| /** @return {Array<number>} */ |
| glsShaderRenderCase.QuadGrid.prototype.getIndices = function() { |
| return this.m_indices; |
| }; |
| |
| /** |
| * @param {number} sx |
| * @param {number} sy |
| * @return {Array<number>} |
| */ |
| glsShaderRenderCase.QuadGrid.prototype.getCoords = function(sx, sy) { |
| /** @type {number} */ var fx = 2.0 * sx - 1.0; |
| /** @type {number} */ var fy = 2.0 * sy - 1.0; |
| return [fx, fy, -fx + 0.33 * fy, -0.275 * fx - fy]; |
| }; |
| |
| /** |
| * @param {number} sx |
| * @param {number} sy |
| * @return {Array<number>} |
| */ |
| glsShaderRenderCase.QuadGrid.prototype.getUnitCoords = function(sx, sy) { |
| return [sx, sy, 0.33 * sx + 0.5 * sy, 0.5 * sx + 0.25 * sy]; |
| }; |
| |
| /** |
| * @return {number} |
| */ |
| glsShaderRenderCase.QuadGrid.prototype.getNumUserAttribs = function() { |
| return this.m_userAttribTransforms.length; |
| }; |
| |
| /** |
| * @param {number} attribNdx |
| * @param {number} sx |
| * @param {number} sy |
| * @return {Array<number>} |
| */ |
| glsShaderRenderCase.QuadGrid.prototype.getUserAttrib = function(attribNdx, sx, sy) { |
| // homogeneous normalized screen-space coordinates |
| return tcuMatrix.multiplyMatVec(this.m_userAttribTransforms[attribNdx], [sx, sy, 0.0, 1.0]); |
| }; |
| |
| /** |
| * @constructor |
| * @struct |
| */ |
| glsShaderRenderCase.ShaderSampler = function() { |
| /** @type {tcuTexture.Sampler} */ this.sampler; |
| /** @type {tcuTexture.Texture2D} */ this.tex2D = null; |
| /** @type {tcuTexture.TextureCube} */ this.texCube = null; |
| /** @type {tcuTexture.Texture2DArray} */ this.tex2DArray = null; |
| /** @type {tcuTexture.Texture3D} */ this.tex3D = null; |
| }; |
| |
| /** |
| * @constructor |
| * @param {glsShaderRenderCase.QuadGrid} quadGrid_ |
| */ |
| glsShaderRenderCase.ShaderEvalContext = function(quadGrid_) { |
| /** @type {Array<number>} */ this.coords = [0, 0, 0, 0] |
| /** @type {Array<number>} */ this.unitCoords = [0, 0, 0, 0] |
| /** @type {Array<number>} */ this.constCoords = quadGrid_.getConstCoords(); |
| /** @type {Array<Array<number>>} */ this.in_ = []; |
| /** @type {Array<glsShaderRenderCase.ShaderSampler>} */ this.textures = []; |
| /** @type {Array<number>} */ this.color = [0, 0, 0, 0.0]; |
| /** @type {boolean} */ this.isDiscarded = false; |
| /** @type {glsShaderRenderCase.QuadGrid} */ this.quadGrid = quadGrid_; |
| |
| /** @type {Array<glsShaderRenderCase.TextureBinding>} */ var bindings = this.quadGrid.getTextures(); |
| assertMsgOptions(bindings.length <= glsShaderRenderCase.MAX_TEXTURES, 'Too many bindings.', false, true); |
| |
| // Fill in texture array. |
| for (var ndx = 0; ndx < bindings.length; ndx++) { |
| /** @type {glsShaderRenderCase.TextureBinding} */ var binding = bindings[ndx]; |
| |
| this.textures[ndx] = new glsShaderRenderCase.ShaderSampler(); |
| |
| if (binding.getType() == gluTexture.Type.TYPE_NONE) |
| continue; |
| |
| this.textures[ndx].sampler = binding.getSampler(); |
| |
| switch (binding.getType()) { |
| case gluTexture.Type.TYPE_2D: |
| this.textures[ndx].tex2D = binding.getBinding().getRefTexture(); |
| break; |
| case gluTexture.Type.TYPE_CUBE_MAP: |
| this.textures[ndx].texCube = binding.getBinding().getRefTexture(); |
| break; |
| case gluTexture.Type.TYPE_2D_ARRAY: |
| this.textures[ndx].tex2DArray = binding.getBinding().getRefTexture(); |
| break; |
| case gluTexture.Type.TYPE_3D: |
| this.textures[ndx].tex3D = binding.getBinding().getRefTexture(); |
| break; |
| default: |
| throw new Error("Binding type not supported"); |
| } |
| } |
| }; |
| |
| /** |
| * @param {number} sx |
| * @param {number} sy |
| */ |
| glsShaderRenderCase.ShaderEvalContext.prototype.reset = function(sx, sy) { |
| // Clear old values |
| this.color = [0.0, 0.0, 0.0, 1.0]; |
| this.isDiscarded = false; |
| |
| // Compute coords |
| this.coords = this.quadGrid.getCoords(sx, sy); |
| this.unitCoords = this.quadGrid.getUnitCoords(sx, sy); |
| |
| // Compute user attributes. |
| /** @type {number} */ var numAttribs = this.quadGrid.getNumUserAttribs(); |
| assertMsgOptions(numAttribs <= glsShaderRenderCase.MAX_USER_ATTRIBS, 'numAttribs out of range', false, true); |
| for (var attribNdx = 0; attribNdx < numAttribs; attribNdx++) |
| this.in_[attribNdx] = this.quadGrid.getUserAttrib(attribNdx, sx, sy); |
| }; |
| |
| glsShaderRenderCase.ShaderEvalContext.prototype.discard = function() { |
| this.isDiscarded = true; |
| }; |
| |
| /** |
| * @param {number} unitNdx |
| * @param {Array<number>} coords |
| */ |
| glsShaderRenderCase.ShaderEvalContext.prototype.texture2D = function(unitNdx, coords) { |
| if (this.textures.length > 0 && this.textures[unitNdx].tex2D) |
| return this.textures[unitNdx].tex2D.getView().sample(this.textures[unitNdx].sampler, coords, 0.0); |
| else |
| return [0.0, 0.0, 0.0, 1.0]; |
| }; |
| |
| /** @param {glsShaderRenderCase.ShaderEvalContext} c */ |
| glsShaderRenderCase.evalCoordsPassthroughX = function(c) { |
| c.color[0] = c.coords[0]; |
| }; |
| |
| /** @param {glsShaderRenderCase.ShaderEvalContext} c */ |
| glsShaderRenderCase.evalCoordsPassthroughXY = function(c) { |
| var swizzle01 = deMath.swizzle(c.coords, [0, 1]); |
| c.color[0] = swizzle01[0]; |
| c.color[1] = swizzle01[1]; |
| }; |
| |
| /** @param {glsShaderRenderCase.ShaderEvalContext} c */ |
| glsShaderRenderCase.evalCoordsPassthroughXYZ = function(c) { |
| var swizzle012 = deMath.swizzle(c.coords, [0, 1, 2]); |
| c.color[0] = swizzle012[0]; |
| c.color[1] = swizzle012[1]; |
| c.color[2] = swizzle012[2]; |
| }; |
| |
| /** @param {glsShaderRenderCase.ShaderEvalContext} c */ |
| glsShaderRenderCase.evalCoordsPassthrough = function(c) { |
| c.color = c.coords; |
| }; |
| |
| /** @param {glsShaderRenderCase.ShaderEvalContext} c */ |
| glsShaderRenderCase.evalCoordsSwizzleWZYX = function(c) { |
| c.color = deMath.swizzle(c.coords, [3, 2, 1, 0]); |
| }; |
| |
| /** |
| * @constructor |
| * @param {?glsShaderRenderCase.ShaderEvalFunc=} evalFunc |
| */ |
| glsShaderRenderCase.ShaderEvaluator = function(evalFunc) { |
| /** @type {?glsShaderRenderCase.ShaderEvalFunc} */ this.m_evalFunc = evalFunc || null; |
| }; |
| |
| /** |
| * @param {glsShaderRenderCase.ShaderEvalContext} ctx |
| */ |
| glsShaderRenderCase.ShaderEvaluator.prototype.evaluate = function(ctx) { |
| assertMsgOptions(this.m_evalFunc !== null, 'No evaluation function specified.', false, true); |
| this.m_evalFunc(ctx); |
| }; |
| |
| /** |
| * @constructor |
| * @extends {tcuTestCase.DeqpTest} |
| * @param {string} name |
| * @param {string} description |
| * @param {boolean} isVertexCase |
| * @param {glsShaderRenderCase.ShaderEvalFunc=} evalFunc |
| */ |
| glsShaderRenderCase.ShaderRenderCase = function(name, description, isVertexCase, evalFunc) { |
| tcuTestCase.DeqpTest.call(this, name, description); |
| // evalFunc = evalFunc || null; |
| /** @type {boolean} */ this.m_isVertexCase = isVertexCase; |
| /** @type {?glsShaderRenderCase.ShaderEvalFunc} */ this.m_defaultEvaluator = evalFunc || null; |
| /** @type {glsShaderRenderCase.ShaderEvaluator} */ this.m_evaluator = new glsShaderRenderCase.ShaderEvaluator(this.m_defaultEvaluator); |
| /** @type {string} */ this.m_vertShaderSource = ''; |
| /** @type {string} */ this.m_fragShaderSource = ''; |
| /** @type {Array<number>} */ this.m_clearColor = glsShaderRenderCase.DEFAULT_CLEAR_COLOR; |
| /** @type {Array<tcuMatrix.Matrix>} */ this.m_userAttribTransforms = []; |
| /** @type {Array<glsShaderRenderCase.TextureBinding>} */ this.m_textures = []; |
| /** @type {?gluShaderProgram.ShaderProgram} */ this.m_program = null; |
| }; |
| |
| /** |
| * @param {string} name |
| * @param {string} description |
| * @param {boolean} isVertexCase |
| * @param {glsShaderRenderCase.ShaderEvaluator} evaluator |
| * @return {glsShaderRenderCase.ShaderRenderCase} |
| */ |
| glsShaderRenderCase.ShaderRenderCase.newWithEvaluator = function(name, description, isVertexCase, evaluator) { |
| var renderCase = new glsShaderRenderCase.ShaderRenderCase(name, description, isVertexCase); |
| renderCase.m_evaluator = evaluator; |
| return renderCase; |
| }; |
| |
| glsShaderRenderCase.ShaderRenderCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype); |
| glsShaderRenderCase.ShaderRenderCase.prototype.constructor = glsShaderRenderCase.ShaderRenderCase; |
| |
| glsShaderRenderCase.ShaderRenderCase.prototype.deinit = function() { |
| this.m_program = null; |
| }; |
| |
| glsShaderRenderCase.ShaderRenderCase.prototype.init = function() { |
| this.postinit(); |
| }; |
| |
| glsShaderRenderCase.ShaderRenderCase.prototype.postinit = function() { |
| if (this.m_vertShaderSource.length === 0 || this.m_fragShaderSource.length === 0) { |
| assertMsgOptions(this.m_vertShaderSource.length === 0 && this.m_fragShaderSource.length === 0, 'No shader source.', false, true); |
| this.setupShaderData(); |
| } |
| |
| assertMsgOptions(!this.m_program, 'Program defined.', false, true); |
| this.m_program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(this.m_vertShaderSource, this.m_fragShaderSource)); |
| |
| try { |
| bufferedLogToConsole(this.m_program.program.info.infoLog); // Always log shader program. |
| |
| if (!this.m_program.isOk()) |
| throw new Error("Shader compile error."); |
| } |
| catch (exception) { |
| // Clean up. |
| this.deinit(); |
| throw exception; |
| } |
| }; |
| |
| /** |
| * @return {tcuTestCase.IterateResult} |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.postiterate = function() { |
| assertMsgOptions(this.m_program !== null, 'Program not specified.', false, true); |
| /** @type {?WebGLProgram} */ var programID = this.m_program.getProgram(); |
| gl.useProgram(programID); |
| |
| // Create quad grid. |
| /** @type {Array<number>} */ var viewportSize = this.getViewportSize(); |
| /** @type {number} */ var width = viewportSize[0]; |
| /** @type {number} */ var height = viewportSize[1]; |
| |
| // \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords). |
| /** @type {glsShaderRenderCase.QuadGrid} */ |
| var quadGrid = new glsShaderRenderCase.QuadGrid( |
| this.m_isVertexCase ? glsShaderRenderCase.GRID_SIZE : 4, width, height, |
| [0.125, 0.25, 0.5, 1.0], this.m_userAttribTransforms, this.m_textures); |
| |
| // Render result. |
| /** @type {tcuSurface.Surface} */ var resImage = new tcuSurface.Surface(width, height); |
| this.render(resImage, programID, quadGrid); |
| |
| // Compute reference. |
| /** @type {tcuSurface.Surface} */ var refImage = new tcuSurface.Surface(width, height); |
| if (this.m_isVertexCase) |
| this.computeVertexReference(refImage, quadGrid); |
| else |
| this.computeFragmentReference(refImage, quadGrid); |
| |
| // Compare. |
| /** @type {boolean} */ var testOk = this.compareImages(resImage, refImage, 0.05); |
| |
| // De-initialize. |
| gl.useProgram(null); |
| |
| if (!testOk) |
| testFailedOptions("Fail", false); |
| else |
| testPassedOptions("Pass", true); |
| |
| return tcuTestCase.IterateResult.STOP; |
| }; |
| |
| /** |
| * @return {tcuTestCase.IterateResult} |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.iterate = function() { |
| return this.postiterate(); |
| }; |
| |
| glsShaderRenderCase.ShaderRenderCase.prototype.setupShaderData = function() {}; |
| |
| /** |
| * @param {?WebGLProgram} programId |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.setup = function(programId) {}; |
| |
| /** |
| * @param {?WebGLProgram} programId |
| * @param {Array<number>} constCoords |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.setupUniforms = function(programId, constCoords) {}; |
| |
| /** |
| * @return {Array<number>} |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.getViewportSize = function() { |
| return [Math.min(gl.canvas.width, glsShaderRenderCase.MAX_RENDER_WIDTH), |
| Math.min(gl.canvas.height, glsShaderRenderCase.MAX_RENDER_HEIGHT)]; |
| }; |
| |
| /** |
| * @param {?WebGLProgram} programId |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.setupDefaultInputs = function(programId) { |
| // SETUP UNIFORMS. |
| glsShaderRenderCase.setupDefaultUniforms(programId); |
| |
| // SETUP TEXTURES. |
| for (var ndx = 0; ndx < this.m_textures.length; ndx++) { |
| /** @type {glsShaderRenderCase.TextureBinding} */ var tex = this.m_textures[ndx]; |
| /** @type {tcuTexture.Sampler} */ var sampler = tex.getSampler(); |
| /** @type {number} */ var texTarget = gl.NONE; |
| /** @type {number} */ var texObj = 0; |
| |
| if (tex.getType() === gluTexture.Type.TYPE_NONE) |
| continue; |
| |
| switch (tex.getType()) { |
| case gluTexture.Type.TYPE_2D: |
| texTarget = gl.TEXTURE_2D; |
| texObj = tex.getBinding().getGLTexture(); |
| break; |
| case gluTexture.Type.TYPE_CUBE_MAP: |
| texTarget = gl.TEXTURE_CUBE_MAP; |
| texObj = tex.getBinding().getGLTexture(); |
| break; |
| case gluTexture.Type.TYPE_2D_ARRAY: |
| texTarget = gl.TEXTURE_2D_ARRAY; |
| texObj = tex.getBinding().getGLTexture(); |
| break; |
| case gluTexture.Type.TYPE_3D: |
| texTarget = gl.TEXTURE_3D; |
| texObj = tex.getBinding().getGLTexture(); |
| break; |
| default: |
| throw new Error("Type not supported"); |
| } |
| |
| gl.activeTexture(gl.TEXTURE0+ ndx); |
| gl.bindTexture(texTarget, texObj); |
| gl.texParameteri(texTarget, gl.TEXTURE_WRAP_S, gluTextureUtil.getGLWrapMode(sampler.wrapS)); |
| gl.texParameteri(texTarget, gl.TEXTURE_WRAP_T, gluTextureUtil.getGLWrapMode(sampler.wrapT)); |
| gl.texParameteri(texTarget, gl.TEXTURE_MIN_FILTER, gluTextureUtil.getGLFilterMode(sampler.minFilter)); |
| gl.texParameteri(texTarget, gl.TEXTURE_MAG_FILTER, gluTextureUtil.getGLFilterMode(sampler.magFilter)); |
| |
| if (texTarget === gl.TEXTURE_3D) |
| gl.texParameteri(texTarget, gl.TEXTURE_WRAP_R, gluTextureUtil.getGLWrapMode(sampler.wrapR)); |
| |
| if (sampler.compare != tcuTexture.CompareMode.COMPAREMODE_NONE) |
| { |
| gl.texParameteri(texTarget, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE); |
| gl.texParameteri(texTarget, gl.TEXTURE_COMPARE_FUNC, gluTextureUtil.getGLCompareFunc(sampler.compare)); |
| } |
| } |
| }; |
| |
| /** |
| * @param {tcuSurface.Surface} result |
| * @param {?WebGLProgram} programId |
| * @param {glsShaderRenderCase.QuadGrid} quadGrid |
| **/ |
| glsShaderRenderCase.ShaderRenderCase.prototype.render = function(result, programId, quadGrid) { |
| // Buffer info. |
| /** @type {number} */ var width = result.getWidth(); |
| /** @type {number} */ var height = result.getHeight(); |
| |
| /** @type {number} */ var xOffsetMax = gl.drawingBufferWidth - width; |
| /** @type {number} */ var yOffsetMax = gl.drawingBufferHeight - height; |
| |
| /** @type {number} */ var hash = deString.deStringHash(this.m_vertShaderSource) + deString.deStringHash(this.m_fragShaderSource); |
| /** @type {deRandom.Random} */ var rnd = new deRandom.Random(hash); |
| |
| /** @type {number} */ var xOffset = rnd.getInt(0, xOffsetMax); |
| /** @type {number} */ var yOffset = rnd.getInt(0, yOffsetMax); |
| |
| gl.viewport(xOffset, yOffset, width, height); |
| |
| // Setup program. |
| this.setupUniforms(programId, quadGrid.getConstCoords()); |
| this.setupDefaultInputs(programId); |
| |
| // Clear. |
| gl.clearColor(this.m_clearColor[0], this.m_clearColor[1], this.m_clearColor[2], this.m_clearColor[3]); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| // Draw. |
| /** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = []; |
| /** @type {number} */ var numElements = quadGrid.getNumTriangles()*3; |
| |
| glsShaderRenderCase.getDefaultVertexArrays(quadGrid, programId, vertexArrays); |
| |
| gluDrawUtil.draw(gl, programId, vertexArrays, gluDrawUtil.triangles(quadGrid.getIndices())); |
| |
| // Read back results. |
| result.readViewport(gl, [xOffset, yOffset, width, height]); |
| |
| }; |
| |
| /** |
| * @param {tcuSurface.Surface} result |
| * @param {glsShaderRenderCase.QuadGrid} quadGrid |
| **/ |
| glsShaderRenderCase.ShaderRenderCase.prototype.computeVertexReference = function(result, quadGrid) { |
| // Buffer info. |
| /** @type {number} */ var width = result.getWidth(); |
| /** @type {number} */ var height = result.getHeight(); |
| /** @type {number} */ var gridSize = quadGrid.getGridSize(); |
| /** @type {number} */ var stride = gridSize + 1; |
| /** @type {boolean} */ var hasAlpha = gl.getContextAttributes().alpha; |
| /** @type {glsShaderRenderCase.ShaderEvalContext} */ |
| var evalCtx = new glsShaderRenderCase.ShaderEvalContext(quadGrid); |
| /** @type {Array<number>} */ var color = []; |
| // Evaluate color for each vertex. |
| /** @type {Array<Array<number>>} */ var colors = []; |
| for (var y = 0; y < gridSize + 1; y++) |
| for (var x = 0; x < gridSize + 1; x++) { |
| /** @type {number} */ var sx = x / gridSize; |
| /** @type {number} */ var sy = y / gridSize; |
| /** @type {number} */ var vtxNdx = ((y * (gridSize+ 1 )) + x); |
| |
| evalCtx.reset(sx, sy); |
| this.m_evaluator.evaluate(evalCtx); |
| assertMsgOptions(!evalCtx.isDiscarded, 'Discard is not available in vertex shader.', false, true); |
| color = evalCtx.color; |
| |
| if (!hasAlpha) |
| color[3] = 1.0; |
| |
| colors[vtxNdx] = color; |
| } |
| // Render quads. |
| for (var y = 0; y < gridSize; y++) |
| for (var x = 0; x < gridSize; x++) { |
| /** @type {number} */ var x0 = x / gridSize; |
| /** @type {number} */ var x1 = (x + 1) / gridSize; |
| /** @type {number} */ var y0 = y / gridSize; |
| /** @type {number} */ var y1 = (y + 1) / gridSize; |
| |
| /** @type {number} */ var sx0 = x0 * width; |
| /** @type {number} */ var sx1 = x1 * width; |
| /** @type {number} */ var sy0 = y0 * height; |
| /** @type {number} */ var sy1 = y1 * height; |
| /** @type {number} */ var oosx = 1.0 / (sx1 - sx0); |
| /** @type {number} */ var oosy = 1.0 / (sy1 - sy0); |
| |
| /** @type {number} */ var ix0 = Math.ceil(sx0 - 0.5); |
| /** @type {number} */ var ix1 = Math.ceil(sx1 - 0.5); |
| /** @type {number} */ var iy0 = Math.ceil(sy0 - 0.5); |
| /** @type {number} */ var iy1 = Math.ceil(sy1 - 0.5); |
| |
| /** @type {number} */ var v00 = (y * stride) + x; |
| /** @type {number} */ var v01 = (y * stride) + x + 1; |
| /** @type {number} */ var v10 = ((y + 1) * stride) + x; |
| /** @type {number} */ var v11 = ((y + 1) * stride) + x + 1; |
| /** @type {Array<number>} */ var c00 = colors[v00]; |
| /** @type {Array<number>} */ var c01 = colors[v01]; |
| /** @type {Array<number>} */ var c10 = colors[v10]; |
| /** @type {Array<number>} */ var c11 = colors[v11]; |
| |
| for (var iy = iy0; iy < iy1; iy++) |
| for (var ix = ix0; ix < ix1; ix++) { |
| assertMsgOptions(deMath.deInBounds32(ix, 0, width), 'Out of bounds.', false, true); |
| assertMsgOptions(deMath.deInBounds32(iy, 0, height), 'Out of bounds.', false, true); |
| |
| /** @type {number} */ var sfx = ix + 0.5; |
| /** @type {number} */ var sfy = iy + 0.5; |
| /** @type {number} */ var fx1 = deMath.clamp((sfx - sx0) * oosx, 0.0, 1.0); |
| /** @type {number} */ var fy1 = deMath.clamp((sfy - sy0) * oosy, 0.0, 1.0); |
| |
| // Triangle quad interpolation. |
| /** @type {boolean} */ var tri = fx1 + fy1 <= 1.0; |
| /** @type {number} */ var tx = tri ? fx1 : (1.0 - fx1); |
| /** @type {number} */ var ty = tri ? fy1 : (1.0 - fy1); |
| /** @type {Array<number>} */ var t0 = tri ? c00 : c11; |
| /** @type {Array<number>} */ var t1 = tri ? c01 : c10; |
| /** @type {Array<number>} */ var t2 = tri ? c10 : c01; |
| color = deMath.add(t0, deMath.add(deMath.scale(deMath.subtract(t1, t0), tx), deMath.scale(deMath.subtract(t2, t0), ty))); |
| |
| result.setPixel(ix, iy, glsShaderRenderCase.toRGBA(color).toIVec()); |
| } |
| } |
| }; |
| |
| /** |
| * @param {tcuSurface.Surface} result |
| * @param {glsShaderRenderCase.QuadGrid} quadGrid |
| **/ |
| glsShaderRenderCase.ShaderRenderCase.prototype.computeFragmentReference = function(result, quadGrid) { |
| // Buffer info. |
| /** @type {number} */ var width = result.getWidth(); |
| /** @type {number} */ var height = result.getHeight(); |
| /** @type {boolean} */ var hasAlpha = gl.getContextAttributes().alpha; |
| /** @type {glsShaderRenderCase.ShaderEvalContext} */ var evalCtx = new glsShaderRenderCase.ShaderEvalContext(quadGrid); |
| |
| // Render. |
| for (var y = 0; y < height; y++) |
| for (var x = 0; x < width; x++) { |
| /** @type {number} */ var sx = (x + 0.5) / width; |
| /** @type {number} */ var sy = (y + 0.5) / height; |
| |
| evalCtx.reset(sx, sy); |
| this.m_evaluator.evaluate(evalCtx); |
| // Select either clear color or computed color based on discarded bit. |
| /** @type {Array<number>} */ var color = evalCtx.isDiscarded ? this.m_clearColor : evalCtx.color; |
| |
| if (!hasAlpha) |
| color[3] = 1.0; |
| |
| result.setPixel(x, y, glsShaderRenderCase.toRGBA(color).toIVec()); |
| } |
| }; |
| |
| /** |
| * @param {tcuSurface.Surface} resImage |
| * @param {tcuSurface.Surface} refImage |
| * @param {number} errorThreshold |
| * @return {boolean} |
| */ |
| glsShaderRenderCase.ShaderRenderCase.prototype.compareImages = function(resImage, refImage, errorThreshold) { |
| return tcuImageCompare.fuzzyCompare("ComparisonResult", "Image comparison result", refImage.getAccess(), resImage.getAccess(), errorThreshold); |
| }; |
| |
| /** |
| * @param {number} number |
| * @return {string} */ |
| glsShaderRenderCase.getIntUniformName = function(number) { |
| switch (number) { |
| case 0: return "ui_zero"; |
| case 1: return "ui_one"; |
| case 2: return "ui_two"; |
| case 3: return "ui_three"; |
| case 4: return "ui_four"; |
| case 5: return "ui_five"; |
| case 6: return "ui_six"; |
| case 7: return "ui_seven"; |
| case 8: return "ui_eight"; |
| case 101: return "ui_oneHundredOne"; |
| default: |
| throw new Error("Uniform not supported."); |
| } |
| }; |
| |
| /** |
| * @param {number} number |
| * @return {string} */ |
| glsShaderRenderCase.getFloatUniformName = function(number) { |
| switch (number) { |
| case 0: return "uf_zero"; |
| case 1: return "uf_one"; |
| case 2: return "uf_two"; |
| case 3: return "uf_three"; |
| case 4: return "uf_four"; |
| case 5: return "uf_five"; |
| case 6: return "uf_six"; |
| case 7: return "uf_seven"; |
| case 8: return "uf_eight"; |
| default: |
| throw new Error("Uniform not supported."); |
| } |
| }; |
| |
| /** |
| * @param {number} number |
| * @return {string} */ |
| glsShaderRenderCase.getFloatFractionUniformName = function(number) { |
| switch (number) { |
| case 1: return "uf_one"; |
| case 2: return "uf_half"; |
| case 3: return "uf_third"; |
| case 4: return "uf_fourth"; |
| case 5: return "uf_fifth"; |
| case 6: return "uf_sixth"; |
| case 7: return "uf_seventh"; |
| case 8: return "uf_eighth"; |
| default: |
| throw new Error("Uniform not supported."); |
| } |
| }; |
| |
| /** |
| * @param {?WebGLProgram} programID |
| */ |
| glsShaderRenderCase.setupDefaultUniforms = function(programID) { |
| /** @type {?WebGLUniformLocation} */ var uniLoc; |
| // Bool. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var BoolUniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {boolean} */ this.value = value; |
| }; |
| |
| /** @type {Array<BoolUniform>} */ var s_boolUniforms = [ |
| new BoolUniform("ub_true", true), |
| new BoolUniform("ub_false", false) |
| ]; |
| |
| for (var i = 0; i < s_boolUniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform1i(uniLoc, s_boolUniforms[i].value ? 1 : 0); |
| } |
| |
| // BVec4. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var BVec4Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<boolean>} */ this.value = value; |
| }; |
| |
| /** @type {Array<BVec4Uniform>} */ var s_bvec4Uniforms = [ |
| new BVec4Uniform("ub4_true", [true, true, true, true]), |
| new BVec4Uniform("ub4_false", [false, false, false, false]) |
| ]; |
| |
| for (var i = 0; i < s_bvec4Uniforms.length; i++) { |
| /** @type {BVec4Uniform} */ var uni = s_bvec4Uniforms[i]; |
| /** @type {Array<number>} */ var arr = []; |
| arr[0] = uni.value[0] ? 1 : 0; |
| arr[1] = uni.value[1] ? 1 : 0; |
| arr[2] = uni.value[2] ? 1 : 0; |
| arr[3] = uni.value[3] ? 1 : 0; |
| uniLoc = gl.getUniformLocation(programID, uni.name); |
| if (uniLoc != null) |
| gl.uniform4iv(uniLoc, new Int32Array(arr)); |
| } |
| |
| // Int. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var IntUniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {number} */ this.value = value; |
| }; |
| |
| /** @type {Array<IntUniform>} */ var s_intUniforms = [ |
| new IntUniform("ui_minusOne", -1), |
| new IntUniform("ui_zero", 0), |
| new IntUniform("ui_one", 1), |
| new IntUniform("ui_two", 2), |
| new IntUniform("ui_three", 3), |
| new IntUniform("ui_four", 4), |
| new IntUniform("ui_five", 5), |
| new IntUniform("ui_six", 6), |
| new IntUniform("ui_seven", 7), |
| new IntUniform("ui_eight", 8), |
| new IntUniform("ui_oneHundredOne", 101) |
| ]; |
| |
| for (var i = 0; i < s_intUniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform1i(uniLoc, s_intUniforms[i].value); |
| } |
| |
| // IVec2. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var IVec2Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| |
| /** @type {Array<IVec2Uniform>} */ var s_ivec2Uniforms = [ |
| new IVec2Uniform("ui2_minusOne", [-1, -1]), |
| new IVec2Uniform("ui2_zero", [0, 0]), |
| new IVec2Uniform("ui2_one", [1, 1]), |
| new IVec2Uniform("ui2_two", [2, 2]), |
| new IVec2Uniform("ui2_four", [4, 4]), |
| new IVec2Uniform("ui2_five", [5, 5]) |
| ]; |
| |
| for (var i = 0; i < s_ivec2Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform2iv(uniLoc, new Int32Array(s_ivec2Uniforms[i].value)); |
| } |
| |
| // IVec3. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var IVec3Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| |
| /** @type {Array<IVec3Uniform>} */ var s_ivec3Uniforms = [ |
| new IVec3Uniform("ui3_minusOne", [-1, -1, -1]), |
| new IVec3Uniform("ui3_zero", [0, 0, 0]), |
| new IVec3Uniform("ui3_one", [1, 1, 1]), |
| new IVec3Uniform("ui3_two", [2, 2, 2]), |
| new IVec3Uniform("ui3_four", [4, 4, 4]), |
| new IVec3Uniform("ui3_five", [5, 5, 5]) |
| ]; |
| |
| for (var i = 0; i < s_ivec3Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform3iv(uniLoc, new Int32Array(s_ivec3Uniforms[i].value)); |
| } |
| |
| // IVec4. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var IVec4Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| /** @type {Array<IVec4Uniform>} */ var s_ivec4Uniforms = [ |
| new IVec4Uniform("ui4_minusOne", [-1, -1, -1, -1]), |
| new IVec4Uniform("ui4_zero", [0, 0, 0, 0]), |
| new IVec4Uniform("ui4_one", [1, 1, 1, 1]), |
| new IVec4Uniform("ui4_two", [2, 2, 2, 2]), |
| new IVec4Uniform("ui4_four", [4, 4, 4, 4]), |
| new IVec4Uniform("ui4_five", [5, 5, 5, 5]) |
| ]; |
| |
| for (var i = 0; i < s_ivec4Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform4iv(uniLoc, new Int32Array(s_ivec4Uniforms[i].value)); |
| } |
| |
| // Float. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var FloatUniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {number} */ this.value = value; |
| }; |
| /** @type {Array<FloatUniform>} */ var s_floatUniforms = [ |
| new FloatUniform("uf_zero", 0.0), |
| new FloatUniform("uf_one", 1.0), |
| new FloatUniform("uf_two", 2.0), |
| new FloatUniform("uf_three", 3.0), |
| new FloatUniform("uf_four", 4.0), |
| new FloatUniform("uf_five", 5.0), |
| new FloatUniform("uf_six", 6.0), |
| new FloatUniform("uf_seven", 7.0), |
| new FloatUniform("uf_eight", 8.0), |
| new FloatUniform("uf_half", 1.0 / 2.0), |
| new FloatUniform("uf_third", 1.0 / 3.0), |
| new FloatUniform("uf_fourth", 1.0 / 4.0), |
| new FloatUniform("uf_fifth", 1.0 / 5.0), |
| new FloatUniform("uf_sixth", 1.0 / 6.0), |
| new FloatUniform("uf_seventh", 1.0 / 7.0), |
| new FloatUniform("uf_eighth", 1.0 / 8.0) |
| ]; |
| |
| for (var i = 0; i < s_floatUniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform1f(uniLoc, s_floatUniforms[i].value); |
| } |
| |
| // Vec2. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var Vec2Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| /** @type {Array<Vec2Uniform>} */ var s_vec2Uniforms = [ |
| new Vec2Uniform("uv2_minusOne", [-1.0, -1.0]), |
| new Vec2Uniform("uv2_zero", [0.0, 0.0]), |
| new Vec2Uniform("uv2_half", [0.5, 0.5]), |
| new Vec2Uniform("uv2_one", [1.0, 1.0]), |
| new Vec2Uniform("uv2_two", [2.0, 2.0]) |
| ]; |
| |
| for (var i = 0; i < s_vec2Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform2fv(uniLoc, new Float32Array(s_vec2Uniforms[i].value)); |
| } |
| |
| // Vec3. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var Vec3Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| /** @type {Array<Vec3Uniform>} */ var s_vec3Uniforms = [ |
| new Vec3Uniform("uv3_minusOne", [-1.0, -1.0, -1.0]), |
| new Vec3Uniform("uv3_zero", [0.0, 0.0, 0.0]), |
| new Vec3Uniform("uv3_half", [0.5, 0.5, 0.5]), |
| new Vec3Uniform("uv3_one", [1.0, 1.0, 1.0]), |
| new Vec3Uniform("uv3_two", [2.0, 2.0, 2.0]) |
| ]; |
| |
| for (var i = 0; i < s_vec3Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform3fv(uniLoc, new Float32Array(s_vec3Uniforms[i].value)); |
| } |
| |
| // Vec4. |
| /** |
| * @constructor |
| * @struct |
| */ |
| var Vec4Uniform = function(name, value) { |
| /** @type {string} */ this.name = name; |
| /** @type {Array<number>} */ this.value = value; |
| }; |
| /** @type {Array<Vec4Uniform>} */ var s_vec4Uniforms = [ |
| new Vec4Uniform("uv4_minusOne", [-1.0, -1.0, -1.0, -1.0]), |
| new Vec4Uniform("uv4_zero", [0.0, 0.0, 0.0, 0.0]), |
| new Vec4Uniform("uv4_half", [0.5, 0.5, 0.5, 0.5]), |
| new Vec4Uniform("uv4_one", [1.0, 1.0, 1.0, 1.0]), |
| new Vec4Uniform("uv4_two", [2.0, 2.0, 2.0, 2.0]), |
| new Vec4Uniform("uv4_black", [0.0, 0.0, 0.0, 1.0]), |
| new Vec4Uniform("uv4_gray", [0.5, 0.5, 0.5, 1.0]), |
| new Vec4Uniform("uv4_white", [1.0, 1.0, 1.0, 1.0]) |
| ]; |
| |
| for (var i = 0; i < s_vec4Uniforms.length; i++) { |
| uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name); |
| if (uniLoc != null) |
| gl.uniform4fv(uniLoc, new Float32Array(s_vec4Uniforms[i].value)); |
| } |
| }; |
| |
| /** |
| * @param {glsShaderRenderCase.QuadGrid} quadGrid |
| * @param {?WebGLProgram} program |
| * @param {Array<gluDrawUtil.VertexArrayBinding>} vertexArrays |
| */ |
| glsShaderRenderCase.getDefaultVertexArrays = function(quadGrid, program, vertexArrays) { |
| /** @type {number} */ var numElements = quadGrid.getNumVertices(); |
| var posArray = [].concat.apply([], quadGrid.getPositions()); |
| var coordsArray = [].concat.apply([], quadGrid.getCoordsArray()); |
| var unitCoordsArray = [].concat.apply([], quadGrid.getUnitCoordsArray()); |
| |
| vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_position", 4, numElements, 0, posArray)); |
| vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_coords", 4, numElements, 0, coordsArray)); |
| vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_unitCoords", 4, numElements, 0, unitCoordsArray)); |
| vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding("a_one", 1, numElements, 0, quadGrid.getAttribOne())); |
| |
| // a_inN. |
| for (var userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++) { |
| /** @type {string} */ var name = "a_in" + userNdx; |
| var userAttribArray = [].concat.apply([], quadGrid.getUserAttribByIndex(userNdx)); |
| vertexArrays.push(gluDrawUtil.newFloatVertexArrayBinding(name, 4, numElements, 0, userAttribArray)); |
| } |
| |
| // Matrix attributes - these are set by location |
| /** |
| * @constructor |
| * @struct |
| */ |
| var Matrix = function(name, cols, rows) { |
| this.name = name; |
| this.numCols = cols; |
| this.numRows = rows; |
| }; |
| |
| /** @type {Array<Matrix>} */ var matrices = [ |
| new Matrix('a_mat2', 2, 2), |
| new Matrix('a_mat2x3', 2, 3), |
| new Matrix('a_mat2x4', 2, 4), |
| new Matrix('a_mat3x2', 3, 2), |
| new Matrix('a_mat3', 3, 3), |
| new Matrix('a_mat3x4', 3, 4), |
| new Matrix('a_mat4x2', 4, 2), |
| new Matrix('a_mat4x3', 4, 3), |
| new Matrix('a_mat4', 4, 4) |
| ]; |
| |
| for (var matNdx = 0; matNdx < matrices.length; matNdx++) { |
| /** @type {number} */ var loc = gl.getAttribLocation(program, matrices[matNdx].name); |
| |
| if (loc < 0) |
| continue; // Not used in shader. |
| |
| /** @type {number} */ var numRows = matrices[matNdx].numRows; |
| /** @type {number} */ var numCols = matrices[matNdx].numCols; |
| |
| for (var colNdx = 0; colNdx < numCols; colNdx++) { |
| var data = [].concat.apply([], quadGrid.getUserAttribByIndex(colNdx)); |
| vertexArrays.push(gluDrawUtil.newFloatColumnVertexArrayBinding(matrices[matNdx].name, colNdx, numRows, numElements, 4 * 4, data)); |
| } |
| } |
| }; |
| }); |