blob: f9d4c1ba0b9fd36d88717759f98033249cbde58f [file] [log] [blame]
// 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
};
}());