Index: conformance/resources/webgl-test-utils.js |
=================================================================== |
--- conformance/resources/webgl-test-utils.js (revision 0) |
+++ conformance/resources/webgl-test-utils.js (working copy) |
@@ -0,0 +1,2374 @@ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+var WebGLTestUtils = (function() { |
+"use strict"; |
+ |
+/** |
+ * Wrapped logging function. |
+ * @param {string} msg The message to log. |
+ */ |
+var log = function(msg) { |
+ 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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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 noTexCoordTextureVertexShader = [ |
+ 'attribute vec4 vPosition;', |
+ 'varying vec2 texCoord;', |
+ 'void main() {', |
+ ' gl_Position = vPosition;', |
+ ' texCoord = vPosition.xy * 0.5 + 0.5;', |
+ '}'].join('\n'); |
+ |
+/** |
+ * A vertex shader for a uniform color. |
+ * @type {string} |
+ */ |
+var simpleColorVertexShader = [ |
+ 'attribute vec4 vPosition;', |
+ 'void main() {', |
+ ' gl_Position = vPosition;', |
+ '}'].join('\n'); |
+ |
+/** |
+ * A fragment shader for a uniform color. |
+ * @type {string} |
+ */ |
+var simpleColorFragmentShader = [ |
+ 'precision mediump float;', |
+ 'uniform vec4 u_color;', |
+ 'void main() {', |
+ ' gl_FragData[0] = u_color;', |
+ '}'].join('\n'); |
+ |
+/** |
+ * A vertex shader for vertex colors. |
+ * @type {string} |
+ */ |
+var simpleVertexColorVertexShader = [ |
+ 'attribute vec4 vPosition;', |
+ 'attribute vec4 a_color;', |
+ 'varying vec4 v_color;', |
+ 'void main() {', |
+ ' gl_Position = vPosition;', |
+ ' v_color = a_color;', |
+ '}'].join('\n'); |
+ |
+/** |
+ * A fragment shader for vertex colors. |
+ * @type {string} |
+ */ |
+var simpleVertexColorFragmentShader = [ |
+ 'precision mediump float;', |
+ 'varying vec4 v_color;', |
+ 'void main() {', |
+ ' gl_FragData[0] = v_color;', |
+ '}'].join('\n'); |
+ |
+/** |
+ * Creates a simple texture vertex shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleTextureVertexShader = function(gl) { |
+ return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); |
+}; |
+ |
+/** |
+ * Creates a simple texture fragment shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleTextureFragmentShader = function(gl) { |
+ return loadShader( |
+ gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); |
+}; |
+ |
+/** |
+ * Creates a texture vertex shader that doesn't need texcoords. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupNoTexCoordTextureVertexShader = function(gl) { |
+ return loadShader(gl, noTexCoordTextureVertexShader, gl.VERTEX_SHADER); |
+}; |
+ |
+/** |
+ * Creates a simple vertex color vertex shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleVertexColorVertexShader = function(gl) { |
+ return loadShader(gl, simpleVertexColorVertexShader, gl.VERTEX_SHADER); |
+}; |
+ |
+/** |
+ * Creates a simple vertex color fragment shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleVertexColorFragmentShader = function(gl) { |
+ return loadShader( |
+ gl, simpleVertexColorFragmentShader, gl.FRAGMENT_SHADER); |
+}; |
+ |
+/** |
+ * Creates a simple color vertex shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleColorVertexShader = function(gl) { |
+ return loadShader(gl, simpleColorVertexShader, gl.VERTEX_SHADER); |
+}; |
+ |
+/** |
+ * Creates a simple color fragment shader. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {!WebGLShader} |
+ */ |
+var setupSimpleColorFragmentShader = function(gl) { |
+ return loadShader( |
+ gl, simpleColorFragmentShader, gl.FRAGMENT_SHADER); |
+}; |
+ |
+/** |
+ * 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 simple texture program. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @return {WebGLProgram} |
+ */ |
+var setupNoTexCoordTextureProgram = function(gl) { |
+ var vs = setupNoTexCoordTextureVertexShader(gl); |
+ var fs = setupSimpleTextureFragmentShader(gl); |
+ if (!vs || !fs) { |
+ return null; |
+ } |
+ var program = setupProgram( |
+ gl, |
+ [vs, fs], |
+ ['vPosition'], |
+ [0]); |
+ if (!program) { |
+ gl.deleteShader(fs); |
+ gl.deleteShader(vs); |
+ } |
+ gl.useProgram(program); |
+ return program; |
+}; |
+ |
+/** |
+ * Creates a simple texture program. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @param {number} opt_texcoordLocation The attrib location for texture coords. |
+ * @return {WebGLProgram} |
+ */ |
+var setupSimpleTextureProgram = function( |
+ gl, opt_positionLocation, opt_texcoordLocation) { |
+ opt_positionLocation = opt_positionLocation || 0; |
+ opt_texcoordLocation = opt_texcoordLocation || 1; |
+ 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 a simple vertex color program. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @param {number} opt_vertexColorLocation The attrib location |
+ * for vertex colors. |
+ * @return {WebGLProgram} |
+ */ |
+var setupSimpleVertexColorProgram = function( |
+ gl, opt_positionLocation, opt_vertexColorLocation) { |
+ opt_positionLocation = opt_positionLocation || 0; |
+ opt_vertexColorLocation = opt_vertexColorLocation || 1; |
+ var vs = setupSimpleVertexColorVertexShader(gl); |
+ var fs = setupSimpleVertexColorFragmentShader(gl); |
+ if (!vs || !fs) { |
+ return null; |
+ } |
+ var program = setupProgram( |
+ gl, |
+ [vs, fs], |
+ ['vPosition', 'a_color'], |
+ [opt_positionLocation, opt_vertexColorLocation]); |
+ if (!program) { |
+ gl.deleteShader(fs); |
+ gl.deleteShader(vs); |
+ } |
+ gl.useProgram(program); |
+ return program; |
+}; |
+ |
+/** |
+ * Creates a simple color program. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @return {WebGLProgram} |
+ */ |
+var setupSimpleColorProgram = function(gl, opt_positionLocation) { |
+ opt_positionLocation = opt_positionLocation || 0; |
+ var vs = setupSimpleColorVertexShader(gl); |
+ var fs = setupSimpleColorFragmentShader(gl); |
+ if (!vs || !fs) { |
+ return null; |
+ } |
+ var program = setupProgram( |
+ gl, |
+ [vs, fs], |
+ ['vPosition'], |
+ [opt_positionLocation]); |
+ 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @param {number} opt_texcoordLocation The attrib location for texture coords. |
+ * @return {!Array.<WebGLBuffer>} The buffer objects that were |
+ * created. |
+ */ |
+var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { |
+ return setupUnitQuadWithTexCoords(gl, [ 0.0, 0.0 ], [ 1.0, 1.0 ], |
+ opt_positionLocation, opt_texcoordLocation); |
+}; |
+ |
+/** |
+ * Creates buffers for a textured unit quad with specified lower left |
+ * and upper right texture coordinates, and attaches them to vertex |
+ * attribs. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. |
+ * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @param {number} opt_texcoordLocation The attrib location for texture coords. |
+ * @return {!Array.<WebGLBuffer>} The buffer objects that were |
+ * created. |
+ */ |
+var setupUnitQuadWithTexCoords = function( |
+ gl, lowerLeftTexCoords, upperRightTexCoords, |
+ opt_positionLocation, opt_texcoordLocation) { |
+ return setupQuad(gl, { |
+ positionLocation: opt_positionLocation || 0, |
+ texcoordLocation: opt_texcoordLocation || 1, |
+ lowerLeftTexCoords: lowerLeftTexCoords, |
+ upperRightTexCoords: upperRightTexCoords, |
+ }); |
+}; |
+ |
+/** |
+ * Makes a quad with various options. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Object} options. |
+ * |
+ * scale: scale to multiple unit quad values by. default 1.0. |
+ * positionLocation: attribute location for position. |
+ * texcoordLocation: attribute location for texcoords. |
+ * If this does not exist no texture coords are created. |
+ * lowerLeftTexCoords: an array of 2 values for the |
+ * lowerLeftTexCoords. |
+ * upperRightTexCoords: an array of 2 values for the |
+ * upperRightTexCoords. |
+ */ |
+var setupQuad = function(gl, options) { |
+ var positionLocation = options.positionLocation || 0; |
+ var scale = options.scale || 1; |
+ |
+ var objects = []; |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
+ 1.0 * scale , 1.0 * scale, |
+ -1.0 * scale , 1.0 * scale, |
+ -1.0 * scale , -1.0 * scale, |
+ 1.0 * scale , 1.0 * scale, |
+ -1.0 * scale , -1.0 * scale, |
+ 1.0 * scale , -1.0 * scale,]), gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(positionLocation); |
+ gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); |
+ objects.push(vertexObject); |
+ |
+ if (options.texcoordLocation !== undefined) { |
+ var llx = options.lowerLeftTexCoords[0]; |
+ var lly = options.lowerLeftTexCoords[1]; |
+ var urx = options.upperRightTexCoords[0]; |
+ var ury = options.upperRightTexCoords[1]; |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
+ urx, ury, |
+ llx, ury, |
+ llx, lly, |
+ urx, ury, |
+ llx, lly, |
+ urx, lly]), gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(options.texcoordLocation); |
+ gl.vertexAttribPointer(options.texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
+ objects.push(vertexObject); |
+ } |
+ |
+ return objects; |
+}; |
+ |
+/** |
+ * Creates a program and buffers for rendering a textured quad. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} opt_positionLocation The attrib location for |
+ * position. Default = 0. |
+ * @param {number} opt_texcoordLocation The attrib location for |
+ * texture coords. Default = 1. |
+ * @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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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 = setupSimpleColorProgram(gl); |
+ setupUnitQuad(gl, opt_positionLocation); |
+ return program; |
+}; |
+ |
+/** |
+ * Creates a program and buffers for rendering a textured quad with |
+ * specified lower left and upper right texture coordinates. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. |
+ * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ * @param {number} opt_texcoordLocation The attrib location for texture coords. |
+ * @return {!WebGLProgram} |
+ */ |
+var setupTexturedQuadWithTexCoords = function( |
+ gl, lowerLeftTexCoords, upperRightTexCoords, |
+ opt_positionLocation, opt_texcoordLocation) { |
+ var program = setupSimpleTextureProgram( |
+ gl, opt_positionLocation, opt_texcoordLocation); |
+ setupUnitQuadWithTexCoords(gl, lowerLeftTexCoords, upperRightTexCoords, |
+ opt_positionLocation, opt_texcoordLocation); |
+ return program; |
+}; |
+ |
+/** |
+ * Creates a unit quad with only positions of a given resolution. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} gridRes The resolution of the mesh grid, |
+ * expressed in the number of quads across and down. |
+ * @param {number} opt_positionLocation The attrib location for position. |
+ */ |
+var setupIndexedQuad = function ( |
+ gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { |
+ return setupIndexedQuadWithOptions(gl, |
+ { gridRes: gridRes, |
+ positionLocation: opt_positionLocation, |
+ flipOddTriangles: opt_flipOddTriangles |
+ }); |
+}; |
+ |
+/** |
+ * Creates a quad with various options. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Object) options The options. See below. |
+ * @return {!Array.<WebGLBuffer>} The created buffers. |
+ * [positions, <colors>, indices] |
+ * |
+ * Options: |
+ * gridRes: number of quads across and down grid. |
+ * positionLocation: attrib location for position |
+ * flipOddTriangles: reverse order of vertices of every other |
+ * triangle |
+ * positionOffset: offset added to each vertex |
+ * positionMult: multipier for each vertex |
+ * colorLocation: attrib location for vertex colors. If |
+ * undefined no vertex colors will be created. |
+ */ |
+var setupIndexedQuadWithOptions = function (gl, options) { |
+ var positionLocation = options.positionLocation || 0; |
+ var objects = []; |
+ |
+ var gridRes = options.gridRes || 1; |
+ var positionOffset = options.positionOffset || 0; |
+ var positionMult = options.positionMult || 1; |
+ var vertsAcross = gridRes + 1; |
+ var numVerts = vertsAcross * vertsAcross; |
+ var positions = new Float32Array(numVerts * 3); |
+ var indices = new Uint16Array(6 * gridRes * gridRes); |
+ var poffset = 0; |
+ |
+ for (var yy = 0; yy <= gridRes; ++yy) { |
+ for (var xx = 0; xx <= gridRes; ++xx) { |
+ positions[poffset + 0] = (-1 + 2 * xx / gridRes) * positionMult + positionOffset; |
+ positions[poffset + 1] = (-1 + 2 * yy / gridRes) * positionMult + positionOffset; |
+ positions[poffset + 2] = 0; |
+ |
+ poffset += 3; |
+ } |
+ } |
+ |
+ var buf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(positionLocation); |
+ gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
+ objects.push(buf); |
+ |
+ if (options.colorLocation !== undefined) { |
+ var colors = new Float32Array(numVerts * 4); |
+ for (var yy = 0; yy <= gridRes; ++yy) { |
+ for (var xx = 0; xx <= gridRes; ++xx) { |
+ if (options.color !== undefined) { |
+ colors[poffset + 0] = options.color[0]; |
+ colors[poffset + 1] = options.color[1]; |
+ colors[poffset + 2] = options.color[2]; |
+ colors[poffset + 3] = options.color[3]; |
+ } else { |
+ colors[poffset + 0] = xx / gridRes; |
+ colors[poffset + 1] = yy / gridRes; |
+ colors[poffset + 2] = (xx / gridRes) * (yy / gridRes); |
+ colors[poffset + 3] = (yy % 2) * 0.5 + 0.5; |
+ } |
+ poffset += 4; |
+ } |
+ } |
+ |
+ 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; |
+}; |
+ |
+/** |
+ * Returns the constructor for an ArrayBuffer that |
+ * corresponds to the given WebGL type. |
+ * @param {!WebGLRenderingContext} gl A WebGLRenderingContext. |
+ * @param {number} type The WebGL type (eg, gl.UNSIGNED_BYTE) |
+ * @return {!Constructor} The ArrayBuffer constructor that |
+ * corresponds to the given type. |
+ */ |
+var glTypeToArrayBufferType = function(gl, type) { |
+ switch (type) { |
+ case gl.BYTE: |
+ return window.Int8Array; |
+ case gl.UNSIGNED_BYTE: |
+ return window.Uint8Array; |
+ case gl.SHORT: |
+ return window.Int16Array; |
+ case gl.UNSIGNED_SHORT: |
+ case gl.UNSIGNED_SHORT_5_6_5: |
+ case gl.UNSIGNED_SHORT_4_4_4_4: |
+ case gl.UNSIGNED_SHORT_5_5_5_1: |
+ return window.Uint16Array; |
+ case gl.INT: |
+ return window.Int32Array; |
+ case gl.UNSIGNED_INT: |
+ return window.Uint32Array; |
+ default: |
+ throw 'unknown gl type ' + glEnumToString(gl, type); |
+ } |
+}; |
+ |
+/** |
+ * Returns the number of bytes per component for a given WebGL |
+ * type. |
+ * @param {!WebGLRenderingContext} gl A WebGLRenderingContext. |
+ * @param {number} type The WebGL type (eg, gl.UNSIGNED_BYTE) |
+ * @return {!Constructor} The ArrayBuffer constructor that |
+ * corresponds to the given type. |
+ */ |
+var getBytesPerComponent = function(gl, type) { |
+ switch (type) { |
+ case gl.BYTE: |
+ case gl.UNSIGNED_BYTE: |
+ return 1; |
+ case gl.SHORT: |
+ case gl.UNSIGNED_SHORT: |
+ case gl.UNSIGNED_SHORT_5_6_5: |
+ case gl.UNSIGNED_SHORT_4_4_4_4: |
+ case gl.UNSIGNED_SHORT_5_5_5_1: |
+ return 2; |
+ case gl.INT: |
+ case gl.UNSIGNED_INT: |
+ return 4; |
+ default: |
+ throw 'unknown gl type ' + glEnumToString(gl, type); |
+ } |
+}; |
+ |
+/** |
+ * Fills the given texture with a solid color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!WebGLTexture} tex The texture to fill. |
+ * @param {number} width The width of the texture to create. |
+ * @param {number} height The height of the texture to create. |
+ * @param {!Array.<number>} color The color to fill with. |
+ * where each element is in the range 0 to 255. |
+ * @param {number} opt_level The level of the texture to fill. Default = 0. |
+ * @param {number} opt_format The format for the texture. |
+ */ |
+var fillTexture = function(gl, tex, width, height, color, opt_level, opt_format, opt_type) { |
+ opt_level = opt_level || 0; |
+ opt_format = opt_format || gl.RGBA; |
+ opt_type = opt_type || gl.UNSIGNED_BYTE; |
+ var pack = gl.getParameter(gl.UNPACK_ALIGNMENT); |
+ var numComponents = color.length; |
+ var bytesPerComponent = getBytesPerComponent(gl, opt_type); |
+ var rowSize = numComponents * width * bytesPerComponent; |
+ var paddedRowSize = Math.floor((rowSize + pack - 1) / pack) * pack; |
+ var size = rowSize + (height - 1) * paddedRowSize; |
+ size = Math.floor((size + bytesPerComponent - 1) / bytesPerComponent) * bytesPerComponent; |
+ var buf = new (glTypeToArrayBufferType(gl, opt_type))(size); |
+ for (var yy = 0; yy < height; ++yy) { |
+ var off = yy * paddedRowSize; |
+ for (var xx = 0; xx < width; ++xx) { |
+ for (var jj = 0; jj < numComponents; ++jj) { |
+ buf[off++] = color[jj]; |
+ } |
+ } |
+ } |
+ gl.bindTexture(gl.TEXTURE_2D, tex); |
+ gl.texImage2D( |
+ gl.TEXTURE_2D, opt_level, opt_format, width, height, 0, |
+ opt_format, opt_type, buf); |
+}; |
+ |
+/** |
+ * Creates a texture and fills it with a solid color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} width The width of the texture to create. |
+ * @param {number} height The height of the texture to create. |
+ * @param {!Array.<number>} color The color to fill with. A 4 element array |
+ * where each element is in the range 0 to 255. |
+ * @return {!WebGLTexture} |
+ */ |
+var createColoredTexture = function(gl, width, height, color) { |
+ var tex = gl.createTexture(); |
+ fillTexture(gl, tex, width, height, color); |
+ return tex; |
+}; |
+ |
+var ubyteToFloat = function(c) { |
+ return c / 255; |
+}; |
+ |
+var ubyteColorToFloatColor = function(color) { |
+ var floatColor = []; |
+ for (var ii = 0; ii < color.length; ++ii) { |
+ floatColor[ii] = ubyteToFloat(color[ii]); |
+ } |
+ return floatColor; |
+}; |
+ |
+/** |
+ * Sets the "u_color" uniform of the current program to color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number> color 4 element array of 0-1 color |
+ * components. |
+ */ |
+var setFloatDrawColor = function(gl, color) { |
+ var program = gl.getParameter(gl.CURRENT_PROGRAM); |
+ var colorLocation = gl.getUniformLocation(program, "u_color"); |
+ gl.uniform4fv(colorLocation, color); |
+}; |
+ |
+/** |
+ * Sets the "u_color" uniform of the current program to color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number> color 4 element array of 0-255 color |
+ * components. |
+ */ |
+var setUByteDrawColor = function(gl, color) { |
+ setFloatDrawColor(gl, ubyteColorToFloatColor(color)); |
+}; |
+ |
+/** |
+ * Draws a previously setup quad in the given color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number>} color The color to draw with. A 4 |
+ * element array where each element is in the range 0 to |
+ * 1. |
+ */ |
+var drawFloatColorQuad = function(gl, color) { |
+ var program = gl.getParameter(gl.CURRENT_PROGRAM); |
+ var colorLocation = gl.getUniformLocation(program, "u_color"); |
+ gl.uniform4fv(colorLocation, color); |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+}; |
+ |
+ |
+/** |
+ * Draws a previously setup quad in the given color. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number>} color The color to draw with. A 4 |
+ * element array where each element is in the range 0 to |
+ * 255. |
+ */ |
+var drawUByteColorQuad = function(gl, color) { |
+ drawFloatColorQuad(gl, ubyteColorToFloatColor(color)); |
+}; |
+ |
+/** |
+ * Draws a previously setupUnitQuad. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ */ |
+var drawUnitQuad = function(gl) { |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+}; |
+ |
+/** |
+ * Clears then Draws a previously setupUnitQuad. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!Array.<number>} opt_color The color to fill clear with before |
+ * drawing. A 4 element array where each element is in the range 0 to |
+ * 255. Default [255, 255, 255, 255] |
+ */ |
+var clearAndDrawUnitQuad = function(gl, opt_color) { |
+ opt_color = opt_color || [255, 255, 255, 255]; |
+ gl.clearColor( |
+ opt_color[0] / 255, |
+ opt_color[1] / 255, |
+ opt_color[2] / 255, |
+ opt_color[3] / 255); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ drawUnitQuad(gl); |
+}; |
+ |
+/** |
+ * Draws a quad previously setup with setupIndexedQuad. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} gridRes Resolution of grid. |
+ */ |
+var drawIndexedQuad = function(gl, gridRes) { |
+ gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0); |
+}; |
+ |
+/** |
+ * Draws a previously setupIndexedQuad |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {number} gridRes Resolution of grid. |
+ * @param {!Array.<number>} opt_color The color to fill clear with before |
+ * drawing. A 4 element array where each element is in the range 0 to |
+ * 255. Default [255, 255, 255, 255] |
+ */ |
+var clearAndDrawIndexedQuad = function(gl, gridRes, opt_color) { |
+ opt_color = opt_color || [255, 255, 255, 255]; |
+ gl.clearColor( |
+ opt_color[0] / 255, |
+ opt_color[1] / 255, |
+ opt_color[2] / 255, |
+ opt_color[3] / 255); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ drawIndexedQuad(gl, gridRes); |
+}; |
+ |
+/** |
+ * Clips a range to min, max |
+ * (Eg. clipToRange(-5,7,0,20) would return {value:0,extent:2} |
+ * @param {number} value start of range |
+ * @param {number} extent extent of range |
+ * @param {number} min min. |
+ * @param {number} max max. |
+ * @return {!{value:number,extent:number} The clipped value. |
+ */ |
+var clipToRange = function(value, extent, min, max) { |
+ if (value < min) { |
+ extent -= min - value; |
+ value = min; |
+ } |
+ var end = value + extent; |
+ if (end > max) { |
+ extent -= end - max; |
+ } |
+ if (extent < 0) { |
+ value = max; |
+ extent = 0; |
+ } |
+ return {value:value, extent: extent}; |
+}; |
+ |
+/** |
+ * 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 ((gl instanceof WebGLRenderingContext) && !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 (gl instanceof WebGLRenderingContext) { |
+ 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 {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
+ * WebGLRenderingContext or 2D context to use. |
+ * @param {number} x left corner of region to check. |
+ * @param {number} y bottom corner of region to check in case of checking from |
+ * a GL context or top corner in case of checking from a 2D context. |
+ * @param {number} width width of region to check. |
+ * @param {number} height width of region to check. |
+ * @param {!Array.<number>} color The color expected. A 4 element array where |
+ * each element is in the range 0 to 255. |
+ * @param {string} opt_msg Message to associate with success. Eg |
+ * ("should be red"). |
+ * @param {number} opt_errorRange Optional. Acceptable error in |
+ * color checking. 0 by default. |
+ */ |
+var checkCanvasRect = function(gl, x, y, width, height, color, opt_msg, opt_errorRange) { |
+ var msg = opt_msg; |
+ if (msg === undefined) { |
+ msg = "should be " + color.toString(); |
+ } |
+ checkCanvasRectColor( |
+ gl, x, y, width, height, color, opt_errorRange, |
+ function() { |
+ testPassed(msg); |
+ }, |
+ function() { |
+ testFailed(msg); |
+ }, |
+ debug); |
+}; |
+ |
+/** |
+ * Checks that an entire canvas is 1 color. |
+ * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
+ * WebGLRenderingContext or 2D context to use. |
+ * @param {!Array.<number>} color The color expected. A 4 element array where |
+ * each element is in the range 0 to 255. |
+ * @param {string} msg Message to associate with success. Eg ("should be red"). |
+ * @param {number} errorRange Optional. Acceptable error in |
+ * color checking. 0 by default. |
+ */ |
+var checkCanvas = function(gl, color, msg, errorRange) { |
+ checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange); |
+}; |
+ |
+/** |
+ * Checks a rectangular area both inside the area and outside |
+ * the area. |
+ * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The |
+ * WebGLRenderingContext or 2D context to use. |
+ * @param {number} x left corner of region to check. |
+ * @param {number} y bottom corner of region to check in case of checking from |
+ * a GL context or top corner in case of checking from a 2D context. |
+ * @param {number} width width of region to check. |
+ * @param {number} height width of region to check. |
+ * @param {!Array.<number>} innerColor The color expected inside |
+ * the area. A 4 element array where each element is in the |
+ * range 0 to 255. |
+ * @param {!Array.<number>} outerColor The color expected |
+ * outside. A 4 element array where each element is in the |
+ * range 0 to 255. |
+ * @param {!number} opt_edgeSize: The number of pixels to skip |
+ * around the edges of the area. Defaut 0. |
+ * @param {!{width:number, height:number}} opt_outerDimensions |
+ * The outer dimensions. Default the size of gl.canvas. |
+ */ |
+var checkAreaInAndOut = function(gl, x, y, width, height, innerColor, outerColor, opt_edgeSize, opt_outerDimensions) { |
+ var outerDimensions = opt_outerDimensions || { width: gl.canvas.width, height: gl.canvas.height }; |
+ var edgeSize = opt_edgeSize || 0; |
+ checkCanvasRect(gl, x + edgeSize, y + edgeSize, width - edgeSize * 2, height - edgeSize * 2, innerColor); |
+ checkCanvasRect(gl, 0, 0, x - edgeSize, outerDimensions.height, outerColor); |
+ checkCanvasRect(gl, x + width + edgeSize, 0, outerDimensions.width - x - width - edgeSize, outerDimensions.height, outerColor); |
+ checkCanvasRect(gl, 0, 0, outerDimensions.width, y - edgeSize, outerColor); |
+ checkCanvasRect(gl, 0, y + height + edgeSize, outerDimensions.width, outerDimensions.height - y - height - edgeSize, outerColor); |
+}; |
+ |
+/** |
+ * Loads a texture, calls callback when finished. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} url URL of image to load |
+ * @param {function(!Image): void} callback Function that gets called after |
+ * image has loaded |
+ * @return {!WebGLTexture} The created texture. |
+ */ |
+var loadTexture = function(gl, url, callback) { |
+ var texture = gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_2D, texture); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
+ var image = new Image(); |
+ image.onload = function() { |
+ gl.bindTexture(gl.TEXTURE_2D, texture); |
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); |
+ callback(image); |
+ }; |
+ image.src = url; |
+ return texture; |
+}; |
+ |
+/** |
+ * Makes a shallow copy of an object. |
+ * @param {!Object) src Object to copy |
+ * @return {!Object} The copy of src. |
+ */ |
+var shallowCopyObject = function(src) { |
+ var dst = {}; |
+ for (var attr in src) { |
+ if (src.hasOwnProperty(attr)) { |
+ dst[attr] = src[attr]; |
+ } |
+ } |
+ return dst; |
+}; |
+ |
+/** |
+ * Checks if an attribute exists on an object case insensitive. |
+ * @param {!Object) obj Object to check |
+ * @param {string} attr Name of attribute to look for. |
+ * @return {string?} The name of the attribute if it exists, |
+ * undefined if not. |
+ */ |
+var hasAttributeCaseInsensitive = function(obj, attr) { |
+ var lower = attr.toLowerCase(); |
+ for (var key in obj) { |
+ if (obj.hasOwnProperty(key) && key.toLowerCase() == lower) { |
+ return key; |
+ } |
+ } |
+}; |
+ |
+/** |
+ * Creates a webgl context. |
+ * @param {!Canvas|string} opt_canvas The canvas tag to get |
+ * context from. If one is not passed in one will be |
+ * created. If it's a string it's assumed to be the id of a |
+ * canvas. |
+ * @param {Object} opt_attributes Context attributes. |
+ * @return {!WebGLRenderingContext} The created context. |
+ */ |
+var create3DContext = function(opt_canvas, opt_attributes) { |
+ if (window.initTestingHarness) { |
+ window.initTestingHarness(); |
+ } |
+ var attributes = shallowCopyObject(opt_attributes || {}); |
+ if (!hasAttributeCaseInsensitive(attributes, "antialias")) { |
+ attributes.antialias = false; |
+ } |
+ |
+ 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], 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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} fname Name of function to wrap. |
+ * @return {function} The wrapped function. |
+ */ |
+var createGLErrorWrapper = function(context, fname) { |
+ return function() { |
+ var rv = context[fname].apply(context, arguments); |
+ var err = context.getError(); |
+ if (err != context.NO_ERROR) |
+ throw "GL error " + getGLErrorAsString(context, 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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!WebGLProgram} program The WebGLProgram to link. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ */ |
+var linkProgram = function(gl, program, opt_errorCallback) { |
+ var errFn = opt_errorCallback || testFailed; |
+ // Link the program |
+ gl.linkProgram(program); |
+ |
+ // Check the link status |
+ var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
+ if (!linked) { |
+ // something went wrong with the link |
+ var error = gl.getProgramInfoLog (program); |
+ |
+ errFn("Error in program linking:" + error); |
+ |
+ gl.deleteProgram(program); |
+ } |
+}; |
+ |
+/** |
+ * Loads text from an external file. This function is 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} shaderSource The shader source. |
+ * @param {number} shaderType The type of shader. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @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 " + glEnumToString(gl, shaderType) + " '" + shader + "':" + lastError); |
+ gl.deleteShader(shader); |
+ return null; |
+ } |
+ |
+ return shader; |
+} |
+ |
+/** |
+ * Loads a shader from a URL. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {file} file The URL of the shader source. |
+ * @param {number} type The type of shader. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} scriptId The id of the script tag. |
+ * @param {number} opt_shaderType The type of shader. If not passed in it will |
+ * be derived from the type of the script tag. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @return {!WebGLShader} The created shader. |
+ */ |
+var loadShaderFromScript = function( |
+ gl, scriptId, opt_shaderType, opt_errorCallback) { |
+ var shaderSource = ""; |
+ var shaderScript = document.getElementById(scriptId); |
+ if (!shaderScript) { |
+ throw("*** Error: unknown script element " + scriptId); |
+ } |
+ shaderSource = shaderScript.text; |
+ |
+ if (!opt_shaderType) { |
+ if (shaderScript.type == "x-shader/x-vertex") { |
+ opt_shaderType = gl.VERTEX_SHADER; |
+ } else if (shaderScript.type == "x-shader/x-fragment") { |
+ opt_shaderType = gl.FRAGMENT_SHADER; |
+ } else { |
+ throw("*** Error: unknown shader type"); |
+ return null; |
+ } |
+ } |
+ |
+ return loadShader( |
+ gl, shaderSource, opt_shaderType, opt_errorCallback); |
+}; |
+ |
+var loadStandardProgram = function(gl) { |
+ var program = gl.createProgram(); |
+ gl.attachShader(program, loadStandardVertexShader(gl)); |
+ gl.attachShader(program, loadStandardFragmentShader(gl)); |
+ gl.bindAttribLocation(program, 0, "a_vertex"); |
+ gl.bindAttribLocation(program, 1, "a_normal"); |
+ linkProgram(gl, program); |
+ return program; |
+}; |
+ |
+/** |
+ * Loads shaders from files, creates a program, attaches the shaders and links. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} vertexShaderPath The URL of the vertex shader. |
+ * @param {string} fragmentShaderPath The URL of the fragment shader. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @return {!WebGLProgram} The created program. |
+ */ |
+var loadProgramFromFile = function( |
+ gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { |
+ var program = gl.createProgram(); |
+ var vs = loadShaderFromFile( |
+ gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback); |
+ var fs = loadShaderFromFile( |
+ gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback); |
+ if (vs && fs) { |
+ gl.attachShader(program, vs); |
+ gl.attachShader(program, fs); |
+ linkProgram(gl, program, opt_errorCallback); |
+ } |
+ if (vs) { |
+ gl.deleteShader(vs); |
+ } |
+ if (fs) { |
+ gl.deleteShader(fs); |
+ } |
+ return program; |
+}; |
+ |
+/** |
+ * Loads shaders from script tags, creates a program, attaches the shaders and |
+ * links. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} vertexScriptId The id of the script tag that contains the |
+ * vertex shader. |
+ * @param {string} fragmentScriptId The id of the script tag that contains the |
+ * fragment shader. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @return {!WebGLProgram} The created program. |
+ */ |
+var loadProgramFromScript = function loadProgramFromScript( |
+ gl, vertexScriptId, fragmentScriptId, opt_errorCallback) { |
+ var program = gl.createProgram(); |
+ gl.attachShader( |
+ program, |
+ loadShaderFromScript( |
+ gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback)); |
+ gl.attachShader( |
+ program, |
+ loadShaderFromScript( |
+ gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback)); |
+ linkProgram(gl, program, opt_errorCallback); |
+ return program; |
+}; |
+ |
+/** |
+ * Loads shaders from source, creates a program, attaches the shaders and |
+ * links. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {!WebGLShader} vertexShader The vertex shader. |
+ * @param {!WebGLShader} fragmentShader The fragment shader. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @return {!WebGLProgram} The created program. |
+ */ |
+var createProgram = function(gl, vertexShader, fragmentShader, opt_errorCallback) { |
+ var program = gl.createProgram(); |
+ gl.attachShader(program, vertexShader); |
+ gl.attachShader(program, fragmentShader); |
+ linkProgram(gl, program, opt_errorCallback); |
+ return program; |
+}; |
+ |
+/** |
+ * Loads shaders from source, creates a program, attaches the shaders and |
+ * links. |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} vertexShader The vertex shader source. |
+ * @param {string} fragmentShader The fragment shader source. |
+ * @param {function(string): void) opt_errorCallback callback for errors. |
+ * @return {!WebGLProgram} The created program. |
+ */ |
+var loadProgram = function( |
+ gl, vertexShader, fragmentShader, opt_errorCallback) { |
+ var program; |
+ var vs = loadShader( |
+ gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback); |
+ var fs = loadShader( |
+ gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback); |
+ if (vs && fs) { |
+ program = createProgram(gl, vs, fs, opt_errorCallback) |
+ } |
+ if (vs) { |
+ gl.deleteShader(vs); |
+ } |
+ if (fs) { |
+ gl.deleteShader(fs); |
+ } |
+ return program; |
+}; |
+ |
+/** |
+ * Loads shaders from source, creates a program, attaches the shaders and |
+ * links but expects error. |
+ * |
+ * GLSL 1.0.17 10.27 effectively says that compileShader can |
+ * always succeed as long as linkProgram fails so we can't |
+ * rely on compileShader failing. This function expects |
+ * one of the shader to fail OR linking to fail. |
+ * |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {string} vertexShaderScriptId The vertex shader. |
+ * @param {string} fragmentShaderScriptId The fragment shader. |
+ * @return {WebGLProgram} The created program. |
+ */ |
+var loadProgramFromScriptExpectError = function( |
+ gl, vertexShaderScriptId, fragmentShaderScriptId) { |
+ var vertexShader = loadShaderFromScript(gl, vertexShaderScriptId); |
+ if (!vertexShader) { |
+ return null; |
+ } |
+ var fragmentShader = loadShaderFromScript(gl, fragmentShaderScriptId); |
+ if (!fragmentShader) { |
+ return null; |
+ } |
+ var linkSuccess = true; |
+ var program = gl.createProgram(); |
+ gl.attachShader(program, vertexShader); |
+ gl.attachShader(program, fragmentShader); |
+ linkSuccess = true; |
+ linkProgram(gl, program, function() { |
+ linkSuccess = false; |
+ }); |
+ return linkSuccess ? program : null; |
+}; |
+ |
+ |
+var getActiveMap = function(gl, program, typeInfo) { |
+ var numVariables = gl.getProgramParameter(program, gl[typeInfo.param]); |
+ var variables = {}; |
+ for (var ii = 0; ii < numVariables; ++ii) { |
+ var info = gl[typeInfo.activeFn](program, ii); |
+ variables[info.name] = { |
+ name: info.name, |
+ size: info.size, |
+ type: info.type, |
+ location: gl[typeInfo.locFn](program, info.name) |
+ }; |
+ } |
+ return variables; |
+}; |
+ |
+/** |
+ * Returns a map of attrib names to info about those |
+ * attribs. |
+ * |
+ * eg: |
+ * { "attrib1Name": |
+ * { |
+ * name: "attrib1Name", |
+ * size: 1, |
+ * type: gl.FLOAT_MAT2, |
+ * location: 0 |
+ * }, |
+ * "attrib2Name[0]": |
+ * { |
+ * name: "attrib2Name[0]", |
+ * size: 4, |
+ * type: gl.FLOAT, |
+ * location: 1 |
+ * }, |
+ * } |
+ * |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {WebGLProgram} The program to query for attribs. |
+ * @return the map. |
+ */ |
+var getAttribMap = function(gl, program) { |
+ return getActiveMap(gl, program, { |
+ param: "ACTIVE_ATTRIBUTES", |
+ activeFn: "getActiveAttrib", |
+ locFn: "getAttribLocation" |
+ }); |
+}; |
+ |
+/** |
+ * Returns a map of uniform names to info about those uniforms. |
+ * |
+ * eg: |
+ * { "uniform1Name": |
+ * { |
+ * name: "uniform1Name", |
+ * size: 1, |
+ * type: gl.FLOAT_MAT2, |
+ * location: WebGLUniformLocation |
+ * }, |
+ * "uniform2Name[0]": |
+ * { |
+ * name: "uniform2Name[0]", |
+ * size: 4, |
+ * type: gl.FLOAT, |
+ * location: WebGLUniformLocation |
+ * }, |
+ * } |
+ * |
+ * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {WebGLProgram} The program to query for uniforms. |
+ * @return the map. |
+ */ |
+var getUniformMap = function(gl, program) { |
+ return getActiveMap(gl, program, { |
+ param: "ACTIVE_UNIFORMS", |
+ activeFn: "getActiveUniform", |
+ locFn: "getUniformLocation" |
+ }); |
+}; |
+ |
+var basePath; |
+var 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(); |
+}; |
+ |
+/** |
+ * Returns a map of key=value values from url. |
+ * @return {!Object.<string, number>} map of keys to values. |
+ */ |
+var getUrlArguments = function() { |
+ var args = {}; |
+ try { |
+ var s = window.location.href; |
+ var q = s.indexOf("?"); |
+ var e = s.indexOf("#"); |
+ if (e < 0) { |
+ e = s.length; |
+ } |
+ var query = s.substring(q + 1, e); |
+ var pairs = query.split("&"); |
+ for (var ii = 0; ii < pairs.length; ++ii) { |
+ var keyValue = pairs[ii].split("="); |
+ var key = keyValue[0]; |
+ var value = decodeURIComponent(keyValue[1]); |
+ args[key] = value; |
+ } |
+ } catch (e) { |
+ throw "could not parse url"; |
+ } |
+ return args; |
+}; |
+ |
+/** |
+ * Makes an image from a canvas. |
+ * @param {!HTMLCanvas} canvas Canvas to make image from. |
+ * @return {!Image} The created image. |
+ */ |
+var makeImage = function(canvas) { |
+ var img = document.createElement('img'); |
+ img.src = canvas.toDataURL(); |
+ return img; |
+}; |
+ |
+/** |
+ * Inserts an image with a caption into 'element'. |
+ * @param {!HTMLElement} element Element to append image to. |
+ * @param {string} caption caption to associate with image. |
+ * @param {!Image) img image to insert. |
+ */ |
+var insertImage = function(element, caption, img) { |
+ var div = document.createElement("div"); |
+ div.appendChild(img); |
+ var label = document.createElement("div"); |
+ label.appendChild(document.createTextNode(caption)); |
+ div.appendChild(label); |
+ element.appendChild(div); |
+}; |
+ |
+/** |
+ * Inserts a 'label' that when clicked expands to the pre |
+ * formatted text supplied by 'source'. |
+ * @param {!HTMLElement} element element to append label to. |
+ * @param {string} label label for anchor. |
+ * @param {string} source preformatted text to expand to. |
+ * @param {string} opt_url url of source. If provided a 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 + "'"; |
+ }); |
+}; |
+ |
+var upperCaseFirstLetter = function(str) { |
+ return str.substring(0, 1).toUpperCase() + str.substring(1); |
+}; |
+ |
+/** |
+ * Gets a prefixed property. For example, |
+ * |
+ * var fn = getPrefixedProperty( |
+ * window, |
+ * "requestAnimationFrame"); |
+ * |
+ * Will return either: |
+ * "window.requestAnimationFrame", |
+ * "window.oRequestAnimationFrame", |
+ * "window.msRequestAnimationFrame", |
+ * "window.mozRequestAnimationFrame", |
+ * "window.webKitRequestAnimationFrame", |
+ * undefined |
+ * |
+ * the non-prefixed function is tried first. |
+ */ |
+var propertyPrefixes = ["", "moz", "ms", "o", "webkit"]; |
+var getPrefixedProperty = function(obj, propertyName) { |
+ for (var ii = 0; ii < propertyPrefixes.length; ++ii) { |
+ var prefix = propertyPrefixes[ii]; |
+ var name = prefix + propertyName; |
+ console.log(name); |
+ var property = obj[name]; |
+ if (property) { |
+ return property; |
+ } |
+ if (ii == 0) { |
+ propertyName = upperCaseFirstLetter(propertyName); |
+ } |
+ } |
+ return undefined; |
+}; |
+ |
+/** |
+ * Provides requestAnimationFrame in a cross browser way. |
+ */ |
+var requestAnimFrame = getPrefixedProperty(window, "requestAnimationFrame") || |
+ function(callback, element) { |
+ return window.setTimeout(callback, 1000 / 70); |
+ }; |
+ |
+/** |
+ * Provides cancelAnimationFrame in a cross browser way. |
+ */ |
+var cancelAnimFrame = getPrefixedProperty(window, "cancelAnimationFrame") || |
+ window.clearTimeout; |
+ |
+/** |
+ * Provides requestFullScreen in a cross browser way. |
+ */ |
+var requestFullScreen = function(element) { |
+ var fn = getPrefixedProperty(element, "requestFullScreen"); |
+ if (fn) { |
+ fn.call(element); |
+ } |
+}; |
+ |
+/** |
+ * Provides cancelFullScreen in a cross browser way. |
+ */ |
+var cancelFullScreen = function() { |
+ var fn = getPrefixedProperty(document, "cancelFullScreen"); |
+ if (fn) { |
+ fn.call(document); |
+ } |
+}; |
+ |
+var fullScreenStateName; |
+(function() { |
+ var fullScreenStateNames = [ |
+ "isFullScreen", |
+ "fullScreen", |
+ ]; |
+ for (var ii = 0; ii < fullScreenStateNames.length; ++ii) { |
+ var propertyName = fullScreenStateNames[ii]; |
+ for (var jj = 0; jj < propertyPrefixes.length; ++jj) { |
+ var prefix = propertyPrefixes[jj]; |
+ if (prefix.length) { |
+ propertyName = upperCaseFirstLetter(propertyName); |
+ fullScreenStateName = prefix + propertyName; |
+ if (document[fullScreenStateName] !== undefined) { |
+ return; |
+ } |
+ } |
+ } |
+ fullScreenStateName = undefined; |
+ } |
+}()); |
+ |
+/** |
+ * @return {boolean} True if fullscreen mode is active. |
+ */ |
+var getFullScreenState = function() { |
+ console.log("fullscreenstatename:" + fullScreenStateName); |
+ console.log(document[fullScreenStateName]); |
+ return document[fullScreenStateName]; |
+}; |
+ |
+/** |
+ * @param {!HTMLElement} element The element to go fullscreen. |
+ * @param {!function(boolean)} callback A function that will be called |
+ * when entering/exiting fullscreen. It is passed true if |
+ * entering fullscreen, false if exiting. |
+ */ |
+var onFullScreenChange = function(element, callback) { |
+ propertyPrefixes.forEach(function(prefix) { |
+ var eventName = prefix + "fullscreenchange"; |
+ console.log("addevent: " + eventName); |
+ document.addEventListener(eventName, function(event) { |
+ console.log("event: " + eventName); |
+ callback(getFullScreenState()); |
+ }); |
+ }); |
+}; |
+ |
+/** |
+ * @param {!string} buttonId The id of the button that will toggle fullscreen |
+ * mode. |
+ * @param {!string} fullscreenId The id of the element to go fullscreen. |
+ * @param {!function(boolean)} callback A function that will be called |
+ * when entering/exiting fullscreen. It is passed true if |
+ * entering fullscreen, false if exiting. |
+ * @return {boolean} True if fullscreen mode is supported. |
+ */ |
+var setupFullscreen = function(buttonId, fullscreenId, callback) { |
+ if (!fullScreenStateName) { |
+ return false; |
+ } |
+ |
+ var fullscreenElement = document.getElementById(fullscreenId); |
+ onFullScreenChange(fullscreenElement, callback); |
+ |
+ var toggleFullScreen = function(event) { |
+ if (getFullScreenState()) { |
+ cancelFullScreen(fullscreenElement); |
+ } else { |
+ requestFullScreen(fullscreenElement); |
+ } |
+ event.preventDefault(); |
+ return false; |
+ }; |
+ |
+ var buttonElement = document.getElementById(buttonId); |
+ buttonElement.addEventListener('click', toggleFullScreen); |
+ |
+ return true; |
+}; |
+ |
+/** |
+ * Waits for the browser to composite the canvas associated with |
+ * the WebGL context passed in. |
+ * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. |
+ * @param {function()} callback A function to call after compositing has taken |
+ * place. |
+ */ |
+var waitForComposite = function(gl, callback) { |
+ var frames = 5; |
+ var countDown = function() { |
+ if (frames == 0) { |
+ callback(); |
+ } else { |
+ --frames; |
+ requestAnimFrame(countDown); |
+ } |
+ }; |
+ countDown(); |
+}; |
+ |
+/** |
+ * Runs an array of functions, yielding to the browser between each step. |
+ * If you want to know when all the steps are finished add a last step. |
+ * @param {!Array.<function(): void>} steps. Array of functions. |
+ */ |
+var runSteps = function(steps) { |
+ if (!steps.length) { |
+ return; |
+ } |
+ |
+ // copy steps so they can't be modifed. |
+ var stepsToRun = steps.slice(); |
+ var currentStep = 0; |
+ var runNextStep = function() { |
+ stepsToRun[currentStep++](); |
+ if (currentStep < stepsToRun.length) { |
+ setTimeout(runNextStep, 1); |
+ } |
+ }; |
+ runNextStep(); |
+}; |
+ |
+/** |
+ * Starts playing a video and waits for it to be consumable. |
+ * @param {!HTMLVideoElement} video An HTML5 Video element. |
+ * @param {!function(!HTMLVideoElement): void>} callback Function to call when |
+ * video is ready. |
+ */ |
+var startPlayingAndWaitForVideo = function(video, callback) { |
+ var gotPlaying = false; |
+ var gotTimeUpdate = false; |
+ |
+ var maybeCallCallback = function() { |
+ if (gotPlaying && gotTimeUpdate && callback) { |
+ callback(video); |
+ callback = undefined; |
+ video.removeEventListener('playing', playingListener, true); |
+ video.removeEventListener('timeupdate', timeupdateListener, true); |
+ } |
+ }; |
+ |
+ var playingListener = function() { |
+ gotPlaying = true; |
+ maybeCallCallback(); |
+ }; |
+ |
+ var timeupdateListener = function() { |
+ // Checking to make sure the current time has advanced beyond |
+ // the start time seems to be a reliable heuristic that the |
+ // video element has data that can be consumed. |
+ if (video.currentTime > 0.0) { |
+ gotTimeUpdate = true; |
+ maybeCallCallback(); |
+ } |
+ }; |
+ |
+ video.addEventListener('playing', playingListener, true); |
+ video.addEventListener('timeupdate', timeupdateListener, true); |
+ video.loop = true; |
+ video.play(); |
+}; |
+ |
+return { |
+ addShaderSource: addShaderSource, |
+ cancelAnimFrame: cancelAnimFrame, |
+ create3DContext: create3DContext, |
+ create3DContextWithWrapperThatThrowsOnGLError: |
+ create3DContextWithWrapperThatThrowsOnGLError, |
+ checkAreaInAndOut: checkAreaInAndOut, |
+ checkCanvas: checkCanvas, |
+ checkCanvasRect: checkCanvasRect, |
+ checkCanvasRectColor: checkCanvasRectColor, |
+ clipToRange: clipToRange, |
+ createColoredTexture: createColoredTexture, |
+ createProgram: createProgram, |
+ clearAndDrawUnitQuad: clearAndDrawUnitQuad, |
+ clearAndDrawIndexedQuad: clearAndDrawIndexedQuad, |
+ drawUnitQuad: drawUnitQuad, |
+ drawIndexedQuad: drawIndexedQuad, |
+ drawUByteColorQuad: drawUByteColorQuad, |
+ drawFloatColorQuad: drawFloatColorQuad, |
+ endsWith: endsWith, |
+ fillTexture: fillTexture, |
+ getBytesPerComponent: getBytesPerComponent, |
+ getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes, |
+ getFileListAsync: getFileListAsync, |
+ getLastError: getLastError, |
+ getPrefixedProperty: getPrefixedProperty, |
+ getScript: getScript, |
+ getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes, |
+ getUrlArguments: getUrlArguments, |
+ getAttribMap: getAttribMap, |
+ getUniformMap: getUniformMap, |
+ glEnumToString: glEnumToString, |
+ glErrorShouldBe: glErrorShouldBe, |
+ glTypeToArrayBufferType: glTypeToArrayBufferType, |
+ hasAttributeCaseInsensitive: hasAttributeCaseInsensitive, |
+ insertImage: insertImage, |
+ loadImageAsync: loadImageAsync, |
+ loadImagesAsync: loadImagesAsync, |
+ loadProgram: loadProgram, |
+ loadProgramFromFile: loadProgramFromFile, |
+ loadProgramFromScript: loadProgramFromScript, |
+ loadProgramFromScriptExpectError: loadProgramFromScriptExpectError, |
+ loadShader: loadShader, |
+ loadShaderFromFile: loadShaderFromFile, |
+ loadShaderFromScript: loadShaderFromScript, |
+ loadStandardProgram: loadStandardProgram, |
+ loadStandardVertexShader: loadStandardVertexShader, |
+ loadStandardFragmentShader: loadStandardFragmentShader, |
+ loadTextFileAsync: loadTextFileAsync, |
+ loadTexture: loadTexture, |
+ log: log, |
+ loggingOff: loggingOff, |
+ makeImage: makeImage, |
+ error: error, |
+ shallowCopyObject: shallowCopyObject, |
+ setupColorQuad: setupColorQuad, |
+ setupProgram: setupProgram, |
+ setupQuad: setupQuad, |
+ setupIndexedQuad: setupIndexedQuad, |
+ setupIndexedQuadWithOptions: setupIndexedQuadWithOptions, |
+ setupSimpleColorFragmentShader: setupSimpleColorFragmentShader, |
+ setupSimpleColorVertexShader: setupSimpleColorVertexShader, |
+ setupSimpleColorProgram: setupSimpleColorProgram, |
+ setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, |
+ setupSimpleTextureProgram: setupSimpleTextureProgram, |
+ setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, |
+ setupSimpleVertexColorFragmentShader: setupSimpleVertexColorFragmentShader, |
+ setupSimpleVertexColorProgram: setupSimpleVertexColorProgram, |
+ setupSimpleVertexColorVertexShader: setupSimpleVertexColorVertexShader, |
+ setupNoTexCoordTextureProgram: setupNoTexCoordTextureProgram, |
+ setupNoTexCoordTextureVertexShader: setupNoTexCoordTextureVertexShader, |
+ setupTexturedQuad: setupTexturedQuad, |
+ setupTexturedQuadWithTexCoords: setupTexturedQuadWithTexCoords, |
+ setupUnitQuad: setupUnitQuad, |
+ setupUnitQuadWithTexCoords: setupUnitQuadWithTexCoords, |
+ setFloatDrawColor: setFloatDrawColor, |
+ setUByteDrawColor: setUByteDrawColor, |
+ startPlayingAndWaitForVideo: startPlayingAndWaitForVideo, |
+ startsWith: startsWith, |
+ shouldGenerateGLError: shouldGenerateGLError, |
+ readFile: readFile, |
+ readFileList: readFileList, |
+ replaceParams: replaceParams, |
+ requestAnimFrame: requestAnimFrame, |
+ runSteps: runSteps, |
+ waitForComposite: waitForComposite, |
+ |
+ // fullscreen api |
+ setupFullscreen: setupFullscreen, |
+ |
+ none: false |
+}; |
+ |
+}()); |
Property changes on: conformance/resources/webgl-test-utils.js |
___________________________________________________________________ |
Added: svn:eol-style |
## -0,0 +1 ## |
+LF |
\ No newline at end of property |