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| 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 WebGLTestUtils = (function() { |
| 6 |
| 7 /** |
| 8 * Wrapped logging function. |
| 9 * @param {string} msg The message to log. |
| 10 */ |
| 11 var log = function(msg) { |
| 12 if (window.console && window.console.log) { |
| 13 window.console.log(msg); |
| 14 } |
| 15 }; |
| 16 |
| 17 /** |
| 18 * Wrapped logging function. |
| 19 * @param {string} msg The message to log. |
| 20 */ |
| 21 var error = function(msg) { |
| 22 if (window.console) { |
| 23 if (window.console.error) { |
| 24 window.console.error(msg); |
| 25 } |
| 26 else if (window.console.log) { |
| 27 window.console.log(msg); |
| 28 } |
| 29 } |
| 30 }; |
| 31 |
| 32 /** |
| 33 * Turn off all logging. |
| 34 */ |
| 35 var loggingOff = function() { |
| 36 log = function() {}; |
| 37 error = function() {}; |
| 38 }; |
| 39 |
| 40 /** |
| 41 * Converts a WebGL enum to a string |
| 42 * @param {!WebGLContext} gl The WebGLContext to use. |
| 43 * @param {number} value The enum value. |
| 44 * @return {string} The enum as a string. |
| 45 */ |
| 46 var glEnumToString = function(gl, value) { |
| 47 for (var p in gl) { |
| 48 if (gl[p] == value) { |
| 49 return p; |
| 50 } |
| 51 } |
| 52 return "0x" + value.toString(16); |
| 53 }; |
| 54 |
| 55 var lastError = ""; |
| 56 |
| 57 /** |
| 58 * Returns the last compiler/linker error. |
| 59 * @return {string} The last compiler/linker error. |
| 60 */ |
| 61 var getLastError = function() { |
| 62 return lastError; |
| 63 }; |
| 64 |
| 65 /** |
| 66 * Whether a haystack ends with a needle. |
| 67 * @param {string} haystack String to search |
| 68 * @param {string} needle String to search for. |
| 69 * @param {boolean} True if haystack ends with needle. |
| 70 */ |
| 71 var endsWith = function(haystack, needle) { |
| 72 return haystack.substr(haystack.length - needle.length) === needle; |
| 73 }; |
| 74 |
| 75 /** |
| 76 * Whether a haystack starts with a needle. |
| 77 * @param {string} haystack String to search |
| 78 * @param {string} needle String to search for. |
| 79 * @param {boolean} True if haystack starts with needle. |
| 80 */ |
| 81 var startsWith = function(haystack, needle) { |
| 82 return haystack.substr(0, needle.length) === needle; |
| 83 }; |
| 84 |
| 85 /** |
| 86 * A vertex shader for a single texture. |
| 87 * @type {string} |
| 88 */ |
| 89 var simpleTextureVertexShader = [ |
| 90 'attribute vec4 vPosition;', |
| 91 'attribute vec2 texCoord0;', |
| 92 'varying vec2 texCoord;', |
| 93 'void main() {', |
| 94 ' gl_Position = vPosition;', |
| 95 ' texCoord = texCoord0;', |
| 96 '}'].join('\n'); |
| 97 |
| 98 /** |
| 99 * A fragment shader for a single texture. |
| 100 * @type {string} |
| 101 */ |
| 102 var simpleTextureFragmentShader = [ |
| 103 'precision mediump float;', |
| 104 'uniform sampler2D tex;', |
| 105 'varying vec2 texCoord;', |
| 106 'void main() {', |
| 107 ' gl_FragData[0] = texture2D(tex, texCoord);', |
| 108 '}'].join('\n'); |
| 109 |
| 110 /** |
| 111 * Creates a simple texture vertex shader. |
| 112 * @param {!WebGLContext} gl The WebGLContext to use. |
| 113 * @return {!WebGLShader} |
| 114 */ |
| 115 var setupSimpleTextureVertexShader = function(gl) { |
| 116 return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); |
| 117 }; |
| 118 |
| 119 /** |
| 120 * Creates a simple texture fragment shader. |
| 121 * @param {!WebGLContext} gl The WebGLContext to use. |
| 122 * @return {!WebGLShader} |
| 123 */ |
| 124 var setupSimpleTextureFragmentShader = function(gl) { |
| 125 return loadShader( |
| 126 gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); |
| 127 }; |
| 128 |
| 129 /** |
| 130 * Creates a program, attaches shaders, binds attrib locations, links the |
| 131 * program and calls useProgram. |
| 132 * @param {!Array.<!WebGLShader>} shaders The shaders to attach . |
| 133 * @param {!Array.<string>} opt_attribs The attribs names. |
| 134 * @param {!Array.<number>} opt_locations The locations for the attribs. |
| 135 */ |
| 136 var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { |
| 137 var program = gl.createProgram(); |
| 138 for (var ii = 0; ii < shaders.length; ++ii) { |
| 139 gl.attachShader(program, shaders[ii]); |
| 140 } |
| 141 if (opt_attribs) { |
| 142 for (var ii = 0; ii < opt_attribs.length; ++ii) { |
| 143 gl.bindAttribLocation( |
| 144 program, |
| 145 opt_locations ? opt_locations[ii] : ii, |
| 146 opt_attribs[ii]); |
| 147 } |
| 148 } |
| 149 gl.linkProgram(program); |
| 150 |
| 151 // Check the link status |
| 152 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| 153 if (!linked) { |
| 154 // something went wrong with the link |
| 155 lastError = gl.getProgramInfoLog (program); |
| 156 error("Error in program linking:" + lastError); |
| 157 |
| 158 gl.deleteProgram(program); |
| 159 return null; |
| 160 } |
| 161 |
| 162 gl.useProgram(program); |
| 163 return program; |
| 164 }; |
| 165 |
| 166 /** |
| 167 * Creates a simple texture program. |
| 168 * @param {!WebGLContext} gl The WebGLContext to use. |
| 169 * @param {number} opt_positionLocation The attrib location for position. |
| 170 * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| 171 * @return {WebGLProgram} |
| 172 */ |
| 173 var setupSimpleTextureProgram = function( |
| 174 gl, opt_positionLocation, opt_texcoordLocation) { |
| 175 opt_positionLocation = opt_positionLocation || 0; |
| 176 opt_texcoordLocation = opt_texcoordLocation || 1; |
| 177 var vs = setupSimpleTextureVertexShader(gl); |
| 178 var fs = setupSimpleTextureFragmentShader(gl); |
| 179 if (!vs || !fs) { |
| 180 return null; |
| 181 } |
| 182 var program = setupProgram( |
| 183 gl, |
| 184 [vs, fs], |
| 185 ['vPosition', 'texCoord0'], |
| 186 [opt_positionLocation, opt_texcoordLocation]); |
| 187 if (!program) { |
| 188 gl.deleteShader(fs); |
| 189 gl.deleteShader(vs); |
| 190 } |
| 191 gl.useProgram(program); |
| 192 return program; |
| 193 }; |
| 194 |
| 195 /** |
| 196 * Creates buffers for a textured unit quad and attaches them to vertex attribs. |
| 197 * @param {!WebGLContext} gl The WebGLContext to use. |
| 198 * @param {number} opt_positionLocation The attrib location for position. |
| 199 * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| 200 * @return {!Array.<WebGLBuffer>} The buffer objects that were |
| 201 * created. |
| 202 */ |
| 203 var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { |
| 204 opt_positionLocation = opt_positionLocation || 0; |
| 205 opt_texcoordLocation = opt_texcoordLocation || 1; |
| 206 var objects = []; |
| 207 |
| 208 var vertexObject = gl.createBuffer(); |
| 209 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| 210 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 211 1.0, 1.0, 0.0, |
| 212 -1.0, 1.0, 0.0, |
| 213 -1.0, -1.0, 0.0, |
| 214 1.0, 1.0, 0.0, |
| 215 -1.0, -1.0, 0.0, |
| 216 1.0, -1.0, 0.0]), gl.STATIC_DRAW); |
| 217 gl.enableVertexAttribArray(opt_positionLocation); |
| 218 gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); |
| 219 objects.push(vertexObject); |
| 220 |
| 221 var vertexObject = gl.createBuffer(); |
| 222 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| 223 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 224 1.0, 1.0, |
| 225 0.0, 1.0, |
| 226 0.0, 0.0, |
| 227 1.0, 1.0, |
| 228 0.0, 0.0, |
| 229 1.0, 0.0]), gl.STATIC_DRAW); |
| 230 gl.enableVertexAttribArray(opt_texcoordLocation); |
| 231 gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
| 232 objects.push(vertexObject); |
| 233 return objects; |
| 234 }; |
| 235 |
| 236 /** |
| 237 * Creates a program and buffers for rendering a textured quad. |
| 238 * @param {!WebGLContext} gl The WebGLContext to use. |
| 239 * @param {number} opt_positionLocation The attrib location for position. |
| 240 * @param {number} opt_texcoordLocation The attrib location for texture coords. |
| 241 * @return {!WebGLProgram} |
| 242 */ |
| 243 var setupTexturedQuad = function( |
| 244 gl, opt_positionLocation, opt_texcoordLocation) { |
| 245 var program = setupSimpleTextureProgram( |
| 246 gl, opt_positionLocation, opt_texcoordLocation); |
| 247 setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); |
| 248 return program; |
| 249 }; |
| 250 |
| 251 /** |
| 252 * Creates a unit quad with only positions of a given rez |
| 253 * @param {!WebGLContext} gl The WebGLContext to use. |
| 254 * @param {number} gridRez The resolution of the mesh grid. |
| 255 * @param {number} opt_positionLocation The attrib location for position. |
| 256 */ |
| 257 var setupQuad = function ( |
| 258 gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { |
| 259 var positionLocation = opt_positionLocation || 0; |
| 260 var objects = []; |
| 261 |
| 262 var vertsAcross = gridRes + 1; |
| 263 var numVerts = vertsAcross * vertsAcross; |
| 264 var positions = new Float32Array(numVerts * 3); |
| 265 var indices = new Uint16Array(6 * gridRes * gridRes); |
| 266 |
| 267 var poffset = 0; |
| 268 |
| 269 for (var yy = 0; yy <= gridRes; ++yy) { |
| 270 for (var xx = 0; xx <= gridRes; ++xx) { |
| 271 positions[poffset + 0] = -1 + 2 * xx / gridRes; |
| 272 positions[poffset + 1] = -1 + 2 * yy / gridRes; |
| 273 positions[poffset + 2] = 0; |
| 274 |
| 275 poffset += 3; |
| 276 } |
| 277 } |
| 278 |
| 279 var tbase = 0; |
| 280 for (var yy = 0; yy < gridRes; ++yy) { |
| 281 var index = yy * vertsAcross; |
| 282 for (var xx = 0; xx < gridRes; ++xx) { |
| 283 indices[tbase + 0] = index + 0; |
| 284 indices[tbase + 1] = index + 1; |
| 285 indices[tbase + 2] = index + vertsAcross; |
| 286 indices[tbase + 3] = index + vertsAcross; |
| 287 indices[tbase + 4] = index + 1; |
| 288 indices[tbase + 5] = index + vertsAcross + 1; |
| 289 |
| 290 if (opt_flipOddTriangles) { |
| 291 indices[tbase + 4] = index + vertsAcross + 1; |
| 292 indices[tbase + 5] = index + 1; |
| 293 } |
| 294 |
| 295 index += 1; |
| 296 tbase += 6; |
| 297 } |
| 298 } |
| 299 |
| 300 var buf = gl.createBuffer(); |
| 301 gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
| 302 gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); |
| 303 gl.enableVertexAttribArray(positionLocation); |
| 304 gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
| 305 objects.push(buf); |
| 306 |
| 307 var buf = gl.createBuffer(); |
| 308 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf); |
| 309 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| 310 objects.push(buf); |
| 311 |
| 312 return objects; |
| 313 }; |
| 314 |
| 315 /** |
| 316 * Fills the given texture with a solid color |
| 317 * @param {!WebGLContext} gl The WebGLContext to use. |
| 318 * @param {!WebGLTexture} tex The texture to fill. |
| 319 * @param {number} width The width of the texture to create. |
| 320 * @param {number} height The height of the texture to create. |
| 321 * @param {!Array.<number>} color The color to fill with. A 4 element array |
| 322 * where each element is in the range 0 to 255. |
| 323 * @param {number} opt_level The level of the texture to fill. Default = 0. |
| 324 */ |
| 325 var fillTexture = function(gl, tex, width, height, color, opt_level) { |
| 326 opt_level = opt_level || 0; |
| 327 var numPixels = width * height; |
| 328 var size = numPixels * 4; |
| 329 var buf = new Uint8Array(size); |
| 330 for (var ii = 0; ii < numPixels; ++ii) { |
| 331 var off = ii * 4; |
| 332 buf[off + 0] = color[0]; |
| 333 buf[off + 1] = color[1]; |
| 334 buf[off + 2] = color[2]; |
| 335 buf[off + 3] = color[3]; |
| 336 } |
| 337 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 338 gl.texImage2D( |
| 339 gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, |
| 340 gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 341 }; |
| 342 |
| 343 /** |
| 344 * Creates a textures and fills it with a solid color |
| 345 * @param {!WebGLContext} gl The WebGLContext to use. |
| 346 * @param {number} width The width of the texture to create. |
| 347 * @param {number} height The height of the texture to create. |
| 348 * @param {!Array.<number>} color The color to fill with. A 4 element array |
| 349 * where each element is in the range 0 to 255. |
| 350 * @return {!WebGLTexture} |
| 351 */ |
| 352 var createColoredTexture = function(gl, width, height, color) { |
| 353 var tex = gl.createTexture(); |
| 354 fillTexture(gl, tex, width, height, color); |
| 355 return tex; |
| 356 }; |
| 357 |
| 358 /** |
| 359 * Draws a previously setup quad. |
| 360 * @param {!WebGLContext} gl The WebGLContext to use. |
| 361 * @param {!Array.<number>} opt_color The color to fill clear with before |
| 362 * drawing. A 4 element array where each element is in the range 0 to |
| 363 * 255. Default [255, 255, 255, 255] |
| 364 */ |
| 365 var drawQuad = function(gl, opt_color) { |
| 366 opt_color = opt_color || [255, 255, 255, 255]; |
| 367 gl.clearColor( |
| 368 opt_color[0] / 255, |
| 369 opt_color[1] / 255, |
| 370 opt_color[2] / 255, |
| 371 opt_color[3] / 255); |
| 372 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 373 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 374 }; |
| 375 |
| 376 /** |
| 377 * Checks that a portion of a canvas is 1 color. |
| 378 * @param {!WebGLContext} gl The WebGLContext to use. |
| 379 * @param {number} x left corner of region to check. |
| 380 * @param {number} y bottom corner of region to check. |
| 381 * @param {number} width width of region to check. |
| 382 * @param {number} height width of region to check. |
| 383 * @param {!Array.<number>} color The color to fill clear with before drawing. A |
| 384 * 4 element array where each element is in the range 0 to 255. |
| 385 * @param {string} msg Message to associate with success. Eg ("should be red"). |
| 386 * @param {number} errorRange Optional. Acceptable error in |
| 387 * color checking. 0 by default. |
| 388 */ |
| 389 var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange)
{ |
| 390 errorRange = errorRange || 0; |
| 391 var buf = new Uint8Array(width * height * 4); |
| 392 gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 393 for (var i = 0; i < width * height; ++i) { |
| 394 var offset = i * 4; |
| 395 for (var j = 0; j < color.length; ++j) { |
| 396 if (Math.abs(buf[offset + j] - color[j]) > errorRange) { |
| 397 testFailed(msg); |
| 398 var was = buf[offset + 0].toString(); |
| 399 for (j = 1; j < color.length; ++j) { |
| 400 was += "," + buf[offset + j]; |
| 401 } |
| 402 debug('expected: ' + color + ' was ' + was); |
| 403 return; |
| 404 } |
| 405 } |
| 406 } |
| 407 testPassed(msg); |
| 408 }; |
| 409 |
| 410 /** |
| 411 * Checks that an entire canvas is 1 color. |
| 412 * @param {!WebGLContext} gl The WebGLContext to use. |
| 413 * @param {!Array.<number>} color The color to fill clear with before drawing. A |
| 414 * 4 element array where each element is in the range 0 to 255. |
| 415 * @param {string} msg Message to associate with success. Eg ("should be red"). |
| 416 * @param {number} errorRange Optional. Acceptable error in |
| 417 * color checking. 0 by default. |
| 418 */ |
| 419 var checkCanvas = function(gl, color, msg, errorRange) { |
| 420 checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, error
Range); |
| 421 }; |
| 422 |
| 423 /** |
| 424 * Loads a texture, calls callback when finished. |
| 425 * @param {!WebGLContext} gl The WebGLContext to use. |
| 426 * @param {string} url URL of image to load |
| 427 * @param {function(!Image): void} callback Function that gets called after |
| 428 * image has loaded |
| 429 * @return {!WebGLTexture} The created texture. |
| 430 */ |
| 431 var loadTexture = function(gl, url, callback) { |
| 432 var texture = gl.createTexture(); |
| 433 gl.bindTexture(gl.TEXTURE_2D, texture); |
| 434 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| 435 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| 436 var image = new Image(); |
| 437 image.onload = function() { |
| 438 gl.bindTexture(gl.TEXTURE_2D, texture); |
| 439 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); |
| 440 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imag
e); |
| 441 callback(image); |
| 442 }; |
| 443 image.src = url; |
| 444 return texture; |
| 445 }; |
| 446 |
| 447 /** |
| 448 * Creates a webgl context. |
| 449 * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not |
| 450 * passed in one will be created. |
| 451 * @return {!WebGLContext} The created context. |
| 452 */ |
| 453 var create3DContext = function(opt_canvas, opt_attributes) { |
| 454 opt_canvas = opt_canvas || document.createElement("canvas"); |
| 455 var context = null; |
| 456 try { |
| 457 context = opt_canvas.getContext("webgl", opt_attributes); |
| 458 } catch(e) {} |
| 459 if (!context) { |
| 460 try { |
| 461 context = opt_canvas.getContext("experimental-webgl", opt_attributes); |
| 462 } catch(e) {} |
| 463 } |
| 464 if (!context) { |
| 465 testFailed("Unable to fetch WebGL rendering context for Canvas"); |
| 466 } |
| 467 return context; |
| 468 } |
| 469 |
| 470 /** |
| 471 * Gets a GLError value as a string. |
| 472 * @param {!WebGLContext} gl The WebGLContext to use. |
| 473 * @param {number} err The webgl error as retrieved from gl.getError(). |
| 474 * @return {string} the error as a string. |
| 475 */ |
| 476 var getGLErrorAsString = function(gl, err) { |
| 477 if (err === gl.NO_ERROR) { |
| 478 return "NO_ERROR"; |
| 479 } |
| 480 for (var name in gl) { |
| 481 if (gl[name] === err) { |
| 482 return name; |
| 483 } |
| 484 } |
| 485 return err.toString(); |
| 486 }; |
| 487 |
| 488 /** |
| 489 * Wraps a WebGL function with a function that throws an exception if there is |
| 490 * an error. |
| 491 * @param {!WebGLContext} gl The WebGLContext to use. |
| 492 * @param {string} fname Name of function to wrap. |
| 493 * @return {function} The wrapped function. |
| 494 */ |
| 495 var createGLErrorWrapper = function(context, fname) { |
| 496 return function() { |
| 497 var rv = context[fname].apply(context, arguments); |
| 498 var err = context.getError(); |
| 499 if (err != 0) |
| 500 throw "GL error " + getGLErrorAsString(err) + " in " + fname; |
| 501 return rv; |
| 502 }; |
| 503 }; |
| 504 |
| 505 /** |
| 506 * Creates a WebGL context where all functions are wrapped to throw an exception |
| 507 * if there is an error. |
| 508 * @param {!Canvas} canvas The HTML canvas to get a context from. |
| 509 * @return {!Object} The wrapped context. |
| 510 */ |
| 511 function create3DContextWithWrapperThatThrowsOnGLError(canvas) { |
| 512 var context = create3DContext(canvas); |
| 513 var wrap = {}; |
| 514 for (var i in context) { |
| 515 try { |
| 516 if (typeof context[i] == 'function') { |
| 517 wrap[i] = createGLErrorWrapper(context, i); |
| 518 } else { |
| 519 wrap[i] = context[i]; |
| 520 } |
| 521 } catch (e) { |
| 522 error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); |
| 523 } |
| 524 } |
| 525 wrap.getError = function() { |
| 526 return context.getError(); |
| 527 }; |
| 528 return wrap; |
| 529 }; |
| 530 |
| 531 /** |
| 532 * Tests that an evaluated expression generates a specific GL error. |
| 533 * @param {!WebGLContext} gl The WebGLContext to use. |
| 534 * @param {number} glError The expected gl error. |
| 535 * @param {string} evalSTr The string to evaluate. |
| 536 */ |
| 537 var shouldGenerateGLError = function(gl, glError, evalStr) { |
| 538 var exception; |
| 539 try { |
| 540 eval(evalStr); |
| 541 } catch (e) { |
| 542 exception = e; |
| 543 } |
| 544 if (exception) { |
| 545 testFailed(evalStr + " threw exception " + exception); |
| 546 } else { |
| 547 var err = gl.getError(); |
| 548 if (err != glError) { |
| 549 testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ".
Was " + getGLErrorAsString(gl, err) + "."); |
| 550 } else { |
| 551 testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glEr
ror) + "."); |
| 552 } |
| 553 } |
| 554 }; |
| 555 |
| 556 /** |
| 557 * Tests that the first error GL returns is the specified error. |
| 558 * @param {!WebGLContext} gl The WebGLContext to use. |
| 559 * @param {number} glError The expected gl error. |
| 560 * @param {string} opt_msg |
| 561 */ |
| 562 var glErrorShouldBe = function(gl, glError, opt_msg) { |
| 563 opt_msg = opt_msg || ""; |
| 564 var err = gl.getError(); |
| 565 if (err != glError) { |
| 566 testFailed("getError expected: " + getGLErrorAsString(gl, glError) + |
| 567 ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); |
| 568 } else { |
| 569 testPassed("getError was expected value: " + |
| 570 getGLErrorAsString(gl, glError) + " : " + opt_msg); |
| 571 } |
| 572 }; |
| 573 |
| 574 /** |
| 575 * Links a WebGL program, throws if there are errors. |
| 576 * @param {!WebGLContext} gl The WebGLContext to use. |
| 577 * @param {!WebGLProgram} program The WebGLProgram to link. |
| 578 * @param {function(string): void) opt_errorCallback callback for errors. |
| 579 */ |
| 580 var linkProgram = function(gl, program, opt_errorCallback) { |
| 581 // Link the program |
| 582 gl.linkProgram(program); |
| 583 |
| 584 // Check the link status |
| 585 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| 586 if (!linked) { |
| 587 // something went wrong with the link |
| 588 var error = gl.getProgramInfoLog (program); |
| 589 |
| 590 testFailed("Error in program linking:" + error); |
| 591 |
| 592 gl.deleteProgram(program); |
| 593 //gl.deleteProgram(fragmentShader); |
| 594 //gl.deleteProgram(vertexShader); |
| 595 } |
| 596 }; |
| 597 |
| 598 /** |
| 599 * Sets up WebGL with shaders. |
| 600 * @param {string} canvasName The id of the canvas. |
| 601 * @param {string} vshader The id of the script tag that contains the vertex |
| 602 * shader source. |
| 603 * @param {string} fshader The id of the script tag that contains the fragment |
| 604 * shader source. |
| 605 * @param {!Array.<string>} attribs An array of attrib names used to bind |
| 606 * attribs to the ordinal of the name in this array. |
| 607 * @param {!Array.<number>} opt_clearColor The color to cla |
| 608 * @return {!WebGLContext} The created WebGLContext. |
| 609 */ |
| 610 var setupWebGLWithShaders = function( |
| 611 canvasName, vshader, fshader, attribs) { |
| 612 var canvas = document.getElementById(canvasName); |
| 613 var gl = create3DContext(canvas); |
| 614 if (!gl) { |
| 615 testFailed("No WebGL context found"); |
| 616 } |
| 617 |
| 618 // create our shaders |
| 619 var vertexShader = loadShaderFromScript(gl, vshader); |
| 620 var fragmentShader = loadShaderFromScript(gl, fshader); |
| 621 |
| 622 if (!vertexShader || !fragmentShader) { |
| 623 return null; |
| 624 } |
| 625 |
| 626 // Create the program object |
| 627 program = gl.createProgram(); |
| 628 |
| 629 if (!program) { |
| 630 return null; |
| 631 } |
| 632 |
| 633 // Attach our two shaders to the program |
| 634 gl.attachShader (program, vertexShader); |
| 635 gl.attachShader (program, fragmentShader); |
| 636 |
| 637 // Bind attributes |
| 638 for (var i in attribs) { |
| 639 gl.bindAttribLocation (program, i, attribs[i]); |
| 640 } |
| 641 |
| 642 linkProgram(gl, program); |
| 643 |
| 644 gl.useProgram(program); |
| 645 |
| 646 gl.clearColor(0,0,0,1); |
| 647 gl.clearDepth(1); |
| 648 |
| 649 gl.enable(gl.DEPTH_TEST); |
| 650 gl.enable(gl.BLEND); |
| 651 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
| 652 |
| 653 gl.program = program; |
| 654 return gl; |
| 655 }; |
| 656 |
| 657 /** |
| 658 * Loads text from an external file. This function is synchronous. |
| 659 * @param {string} url The url of the external file. |
| 660 * @param {!function(bool, string): void} callback that is sent a bool for |
| 661 * success and the string. |
| 662 */ |
| 663 var loadTextFileAsync = function(url, callback) { |
| 664 log ("loading: " + url); |
| 665 var error = 'loadTextFileSynchronous failed to load url "' + url + '"'; |
| 666 var request; |
| 667 if (window.XMLHttpRequest) { |
| 668 request = new XMLHttpRequest(); |
| 669 if (request.overrideMimeType) { |
| 670 request.overrideMimeType('text/plain'); |
| 671 } |
| 672 } else { |
| 673 throw 'XMLHttpRequest is disabled'; |
| 674 } |
| 675 try { |
| 676 request.open('GET', url, true); |
| 677 request.onreadystatechange = function() { |
| 678 if (request.readyState == 4) { |
| 679 var text = ''; |
| 680 // HTTP reports success with a 200 status. The file protocol reports |
| 681 // success with zero. HTTP does not use zero as a status code (they |
| 682 // start at 100). |
| 683 // https://developer.mozilla.org/En/Using_XMLHttpRequest |
| 684 var success = request.status == 200 || request.status == 0; |
| 685 if (success) { |
| 686 text = request.responseText; |
| 687 } |
| 688 log("loaded: " + url); |
| 689 callback(success, text); |
| 690 } |
| 691 }; |
| 692 request.send(null); |
| 693 } catch (e) { |
| 694 log("failed to load: " + url); |
| 695 callback(false, ''); |
| 696 } |
| 697 }; |
| 698 |
| 699 /** |
| 700 * Recursively loads a file as a list. Each line is parsed for a relative |
| 701 * path. If the file ends in .txt the contents of that file is inserted in |
| 702 * the list. |
| 703 * |
| 704 * @param {string} url The url of the external file. |
| 705 * @param {!function(bool, Array<string>): void} callback that is sent a bool |
| 706 * for success and the array of strings. |
| 707 */ |
| 708 var getFileListAsync = function(url, callback) { |
| 709 var files = []; |
| 710 |
| 711 var getFileListImpl = function(url, callback) { |
| 712 var files = []; |
| 713 if (url.substr(url.length - 4) == '.txt') { |
| 714 loadTextFileAsync(url, function() { |
| 715 return function(success, text) { |
| 716 if (!success) { |
| 717 callback(false, ''); |
| 718 return; |
| 719 } |
| 720 var lines = text.split('\n'); |
| 721 var prefix = ''; |
| 722 var lastSlash = url.lastIndexOf('/'); |
| 723 if (lastSlash >= 0) { |
| 724 prefix = url.substr(0, lastSlash + 1); |
| 725 } |
| 726 var fail = false; |
| 727 var count = 1; |
| 728 var index = 0; |
| 729 for (var ii = 0; ii < lines.length; ++ii) { |
| 730 var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); |
| 731 if (str.length > 4 && |
| 732 str[0] != '#' && |
| 733 str[0] != ";" && |
| 734 str.substr(0, 2) != "//") { |
| 735 var names = str.split(/ +/); |
| 736 new_url = prefix + str; |
| 737 if (names.length == 1) { |
| 738 new_url = prefix + str; |
| 739 ++count; |
| 740 getFileListImpl(new_url, function(index) { |
| 741 return function(success, new_files) { |
| 742 log("got files: " + new_files.length); |
| 743 if (success) { |
| 744 files[index] = new_files; |
| 745 } |
| 746 finish(success); |
| 747 }; |
| 748 }(index++)); |
| 749 } else { |
| 750 var s = ""; |
| 751 var p = ""; |
| 752 for (var jj = 0; jj < names.length; ++jj) { |
| 753 s += p + prefix + names[jj]; |
| 754 p = " "; |
| 755 } |
| 756 files[index++] = s; |
| 757 } |
| 758 } |
| 759 } |
| 760 finish(true); |
| 761 |
| 762 function finish(success) { |
| 763 if (!success) { |
| 764 fail = true; |
| 765 } |
| 766 --count; |
| 767 log("count: " + count); |
| 768 if (!count) { |
| 769 callback(!fail, files); |
| 770 } |
| 771 } |
| 772 } |
| 773 }()); |
| 774 |
| 775 } else { |
| 776 files.push(url); |
| 777 callback(true, files); |
| 778 } |
| 779 }; |
| 780 |
| 781 getFileListImpl(url, function(success, files) { |
| 782 // flatten |
| 783 var flat = []; |
| 784 flatten(files); |
| 785 function flatten(files) { |
| 786 for (var ii = 0; ii < files.length; ++ii) { |
| 787 var value = files[ii]; |
| 788 if (typeof(value) == "string") { |
| 789 flat.push(value); |
| 790 } else { |
| 791 flatten(value); |
| 792 } |
| 793 } |
| 794 } |
| 795 callback(success, flat); |
| 796 }); |
| 797 }; |
| 798 |
| 799 /** |
| 800 * Gets a file from a file/URL |
| 801 * @param {string} file the URL of the file to get. |
| 802 * @return {string} The contents of the file. |
| 803 */ |
| 804 var readFile = function(file) { |
| 805 var xhr = new XMLHttpRequest(); |
| 806 xhr.open("GET", file, false); |
| 807 xhr.send(); |
| 808 return xhr.responseText.replace(/\r/g, ""); |
| 809 }; |
| 810 |
| 811 var readFileList = function(url) { |
| 812 var files = []; |
| 813 if (url.substr(url.length - 4) == '.txt') { |
| 814 var lines = readFile(url).split('\n'); |
| 815 var prefix = ''; |
| 816 var lastSlash = url.lastIndexOf('/'); |
| 817 if (lastSlash >= 0) { |
| 818 prefix = url.substr(0, lastSlash + 1); |
| 819 } |
| 820 for (var ii = 0; ii < lines.length; ++ii) { |
| 821 var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); |
| 822 if (str.length > 4 && |
| 823 str[0] != '#' && |
| 824 str[0] != ";" && |
| 825 str.substr(0, 2) != "//") { |
| 826 var names = str.split(/ +/); |
| 827 if (names.length == 1) { |
| 828 new_url = prefix + str; |
| 829 files = files.concat(readFileList(new_url)); |
| 830 } else { |
| 831 var s = ""; |
| 832 var p = ""; |
| 833 for (var jj = 0; jj < names.length; ++jj) { |
| 834 s += p + prefix + names[jj]; |
| 835 p = " "; |
| 836 } |
| 837 files.push(s); |
| 838 } |
| 839 } |
| 840 } |
| 841 } else { |
| 842 files.push(url); |
| 843 } |
| 844 return files; |
| 845 }; |
| 846 |
| 847 /** |
| 848 * Loads a shader. |
| 849 * @param {!WebGLContext} gl The WebGLContext to use. |
| 850 * @param {string} shaderSource The shader source. |
| 851 * @param {number} shaderType The type of shader. |
| 852 * @param {function(string): void) opt_errorCallback callback for errors. |
| 853 * @return {!WebGLShader} The created shader. |
| 854 */ |
| 855 var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) { |
| 856 var errFn = opt_errorCallback || error; |
| 857 // Create the shader object |
| 858 var shader = gl.createShader(shaderType); |
| 859 if (shader == null) { |
| 860 errFn("*** Error: unable to create shader '"+shaderSource+"'"); |
| 861 return null; |
| 862 } |
| 863 |
| 864 // Load the shader source |
| 865 gl.shaderSource(shader, shaderSource); |
| 866 var err = gl.getError(); |
| 867 if (err != gl.NO_ERROR) { |
| 868 errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)
); |
| 869 return null; |
| 870 } |
| 871 |
| 872 // Compile the shader |
| 873 gl.compileShader(shader); |
| 874 |
| 875 // Check the compile status |
| 876 var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
| 877 if (!compiled) { |
| 878 // Something went wrong during compilation; get the error |
| 879 lastError = gl.getShaderInfoLog(shader); |
| 880 errFn("*** Error compiling shader '" + shader + "':" + lastError); |
| 881 gl.deleteShader(shader); |
| 882 return null; |
| 883 } |
| 884 |
| 885 return shader; |
| 886 } |
| 887 |
| 888 /** |
| 889 * Loads a shader from a URL. |
| 890 * @param {!WebGLContext} gl The WebGLContext to use. |
| 891 * @param {file} file The URL of the shader source. |
| 892 * @param {number} type The type of shader. |
| 893 * @param {function(string): void) opt_errorCallback callback for errors. |
| 894 * @return {!WebGLShader} The created shader. |
| 895 */ |
| 896 var loadShaderFromFile = function(gl, file, type, opt_errorCallback) { |
| 897 var shaderSource = readFile(file); |
| 898 return loadShader(gl, shaderSource, type, opt_errorCallback); |
| 899 }; |
| 900 |
| 901 /** |
| 902 * Loads a shader from a script tag. |
| 903 * @param {!WebGLContext} gl The WebGLContext to use. |
| 904 * @param {string} scriptId The id of the script tag. |
| 905 * @param {number} opt_shaderType The type of shader. If not passed in it will |
| 906 * be derived from the type of the script tag. |
| 907 * @param {function(string): void) opt_errorCallback callback for errors. |
| 908 * @return {!WebGLShader} The created shader. |
| 909 */ |
| 910 var loadShaderFromScript = function( |
| 911 gl, scriptId, opt_shaderType, opt_errorCallback) { |
| 912 var shaderSource = ""; |
| 913 var shaderType; |
| 914 var shaderScript = document.getElementById(scriptId); |
| 915 if (!shaderScript) { |
| 916 throw("*** Error: unknown script element" + scriptId); |
| 917 } |
| 918 shaderSource = shaderScript.text; |
| 919 |
| 920 if (!opt_shaderType) { |
| 921 if (shaderScript.type == "x-shader/x-vertex") { |
| 922 shaderType = gl.VERTEX_SHADER; |
| 923 } else if (shaderScript.type == "x-shader/x-fragment") { |
| 924 shaderType = gl.FRAGMENT_SHADER; |
| 925 } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADE
R) { |
| 926 throw("*** Error: unknown shader type"); |
| 927 return null; |
| 928 } |
| 929 } |
| 930 |
| 931 return loadShader( |
| 932 gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, |
| 933 opt_errorCallback); |
| 934 }; |
| 935 |
| 936 var loadStandardProgram = function(gl) { |
| 937 var program = gl.createProgram(); |
| 938 gl.attachShader(program, loadStandardVertexShader(gl)); |
| 939 gl.attachShader(program, loadStandardFragmentShader(gl)); |
| 940 linkProgram(gl, program); |
| 941 return program; |
| 942 }; |
| 943 |
| 944 /** |
| 945 * Loads shaders from files, creates a program, attaches the shaders and links. |
| 946 * @param {!WebGLContext} gl The WebGLContext to use. |
| 947 * @param {string} vertexShaderPath The URL of the vertex shader. |
| 948 * @param {string} fragmentShaderPath The URL of the fragment shader. |
| 949 * @param {function(string): void) opt_errorCallback callback for errors. |
| 950 * @return {!WebGLProgram} The created program. |
| 951 */ |
| 952 var loadProgramFromFile = function( |
| 953 gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { |
| 954 var program = gl.createProgram(); |
| 955 gl.attachShader( |
| 956 program, |
| 957 loadShaderFromFile( |
| 958 gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback)); |
| 959 gl.attachShader( |
| 960 program, |
| 961 loadShaderFromFile( |
| 962 gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| 963 linkProgram(gl, program, opt_errorCallback); |
| 964 return program; |
| 965 }; |
| 966 |
| 967 /** |
| 968 * Loads shaders from script tags, creates a program, attaches the shaders and |
| 969 * links. |
| 970 * @param {!WebGLContext} gl The WebGLContext to use. |
| 971 * @param {string} vertexScriptId The id of the script tag that contains the |
| 972 * vertex shader. |
| 973 * @param {string} fragmentScriptId The id of the script tag that contains the |
| 974 * fragment shader. |
| 975 * @param {function(string): void) opt_errorCallback callback for errors. |
| 976 * @return {!WebGLProgram} The created program. |
| 977 */ |
| 978 var loadProgramFromScript = function loadProgramFromScript( |
| 979 gl, vertexScriptId, fragmentScriptId, opt_errorCallback) { |
| 980 var program = gl.createProgram(); |
| 981 gl.attachShader( |
| 982 program, |
| 983 loadShaderFromScript( |
| 984 gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback)); |
| 985 gl.attachShader( |
| 986 program, |
| 987 loadShaderFromScript( |
| 988 gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| 989 linkProgram(gl, program, opt_errorCallback); |
| 990 return program; |
| 991 }; |
| 992 |
| 993 /** |
| 994 * Loads shaders from source, creates a program, attaches the shaders and |
| 995 * links. |
| 996 * @param {!WebGLContext} gl The WebGLContext to use. |
| 997 * @param {string} vertexShader The vertex shader. |
| 998 * @param {string} fragmentShader The fragment shader. |
| 999 * @param {function(string): void) opt_errorCallback callback for errors. |
| 1000 * @return {!WebGLProgram} The created program. |
| 1001 */ |
| 1002 var loadProgram = function( |
| 1003 gl, vertexShader, fragmentShader, opt_errorCallback) { |
| 1004 var program = gl.createProgram(); |
| 1005 gl.attachShader( |
| 1006 program, |
| 1007 loadShader( |
| 1008 gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback)); |
| 1009 gl.attachShader( |
| 1010 program, |
| 1011 loadShader( |
| 1012 gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback)); |
| 1013 linkProgram(gl, program, opt_errorCallback); |
| 1014 return program; |
| 1015 }; |
| 1016 |
| 1017 var basePath; |
| 1018 var getBasePath = function() { |
| 1019 if (!basePath) { |
| 1020 var expectedBase = "webgl-test-utils.js"; |
| 1021 var scripts = document.getElementsByTagName('script'); |
| 1022 for (var script, i = 0; script = scripts[i]; i++) { |
| 1023 var src = script.src; |
| 1024 var l = src.length; |
| 1025 if (src.substr(l - expectedBase.length) == expectedBase) { |
| 1026 basePath = src.substr(0, l - expectedBase.length); |
| 1027 } |
| 1028 } |
| 1029 } |
| 1030 return basePath; |
| 1031 }; |
| 1032 |
| 1033 var loadStandardVertexShader = function(gl) { |
| 1034 return loadShaderFromFile( |
| 1035 gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER); |
| 1036 }; |
| 1037 |
| 1038 var loadStandardFragmentShader = function(gl) { |
| 1039 return loadShaderFromFile( |
| 1040 gl, getBasePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER); |
| 1041 }; |
| 1042 |
| 1043 /** |
| 1044 * Loads an image asynchronously. |
| 1045 * @param {string} url URL of image to load. |
| 1046 * @param {!function(!Element): void} callback Function to call |
| 1047 * with loaded image. |
| 1048 */ |
| 1049 var loadImageAsync = function(url, callback) { |
| 1050 var img = document.createElement('img'); |
| 1051 img.onload = function() { |
| 1052 callback(img); |
| 1053 }; |
| 1054 img.src = url; |
| 1055 }; |
| 1056 |
| 1057 /** |
| 1058 * Loads an array of images. |
| 1059 * @param {!Array.<string>} urls URLs of images to load. |
| 1060 * @param {!function(!{string, img}): void} callback. Callback |
| 1061 * that gets passed map of urls to img tags. |
| 1062 */ |
| 1063 var loadImagesAsync = function(urls, callback) { |
| 1064 var count = 1; |
| 1065 var images = { }; |
| 1066 function countDown() { |
| 1067 --count; |
| 1068 if (count == 0) { |
| 1069 callback(images); |
| 1070 } |
| 1071 } |
| 1072 function imageLoaded(url) { |
| 1073 return function(img) { |
| 1074 images[url] = img; |
| 1075 countDown(); |
| 1076 } |
| 1077 } |
| 1078 for (var ii = 0; ii < urls.length; ++ii) { |
| 1079 ++count; |
| 1080 loadImageAsync(urls[ii], imageLoaded(urls[ii])); |
| 1081 } |
| 1082 countDown(); |
| 1083 }; |
| 1084 |
| 1085 var getUrlArguments = function() { |
| 1086 var args = {}; |
| 1087 try { |
| 1088 var s = window.location.href; |
| 1089 var q = s.indexOf("?"); |
| 1090 var e = s.indexOf("#"); |
| 1091 if (e < 0) { |
| 1092 e = s.length; |
| 1093 } |
| 1094 var query = s.substring(q + 1, e); |
| 1095 var pairs = query.split("&"); |
| 1096 for (var ii = 0; ii < pairs.length; ++ii) { |
| 1097 var keyValue = pairs[ii].split("="); |
| 1098 var key = keyValue[0]; |
| 1099 var value = decodeURIComponent(keyValue[1]); |
| 1100 args[key] = value; |
| 1101 } |
| 1102 } catch (e) { |
| 1103 throw "could not parse url"; |
| 1104 } |
| 1105 return args; |
| 1106 }; |
| 1107 |
| 1108 return { |
| 1109 create3DContext: create3DContext, |
| 1110 create3DContextWithWrapperThatThrowsOnGLError: |
| 1111 create3DContextWithWrapperThatThrowsOnGLError, |
| 1112 checkCanvas: checkCanvas, |
| 1113 checkCanvasRect: checkCanvasRect, |
| 1114 createColoredTexture: createColoredTexture, |
| 1115 drawQuad: drawQuad, |
| 1116 endsWith: endsWith, |
| 1117 getFileListAsync: getFileListAsync, |
| 1118 getLastError: getLastError, |
| 1119 getUrlArguments: getUrlArguments, |
| 1120 glEnumToString: glEnumToString, |
| 1121 glErrorShouldBe: glErrorShouldBe, |
| 1122 fillTexture: fillTexture, |
| 1123 loadImageAsync: loadImageAsync, |
| 1124 loadImagesAsync: loadImagesAsync, |
| 1125 loadProgram: loadProgram, |
| 1126 loadProgramFromFile: loadProgramFromFile, |
| 1127 loadProgramFromScript: loadProgramFromScript, |
| 1128 loadShader: loadShader, |
| 1129 loadShaderFromFile: loadShaderFromFile, |
| 1130 loadShaderFromScript: loadShaderFromScript, |
| 1131 loadStandardProgram: loadStandardProgram, |
| 1132 loadStandardVertexShader: loadStandardVertexShader, |
| 1133 loadStandardFragmentShader: loadStandardFragmentShader, |
| 1134 loadTextFileAsync: loadTextFileAsync, |
| 1135 loadTexture: loadTexture, |
| 1136 log: log, |
| 1137 loggingOff: loggingOff, |
| 1138 error: error, |
| 1139 setupProgram: setupProgram, |
| 1140 setupQuad: setupQuad, |
| 1141 setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, |
| 1142 setupSimpleTextureProgram: setupSimpleTextureProgram, |
| 1143 setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, |
| 1144 setupTexturedQuad: setupTexturedQuad, |
| 1145 setupUnitQuad: setupUnitQuad, |
| 1146 setupWebGLWithShaders: setupWebGLWithShaders, |
| 1147 startsWith: startsWith, |
| 1148 shouldGenerateGLError: shouldGenerateGLError, |
| 1149 readFile: readFile, |
| 1150 readFileList: readFileList, |
| 1151 |
| 1152 none: false |
| 1153 }; |
| 1154 |
| 1155 }()); |
| 1156 |
| 1157 |
OLD | NEW |