Index: conformance/more/util.js |
=================================================================== |
--- conformance/more/util.js (revision 0) |
+++ conformance/more/util.js (revision 0) |
@@ -0,0 +1,1247 @@ |
+/* |
+Utilities for the OpenGL ES 2.0 HTML Canvas context |
+ |
+Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
+ |
+Permission is hereby granted, free of charge, to any person |
+obtaining a copy of this software and associated documentation |
+files (the "Software"), to deal in the Software without |
+restriction, including without limitation the rights to use, |
+copy, modify, merge, publish, distribute, sublicense, and/or sell |
+copies of the Software, and to permit persons to whom the |
+Software is 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 Software. |
+ |
+THE SOFTWARE IS 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 SOFTWARE OR THE USE OR |
+OTHER DEALINGS IN THE SOFTWARE. |
+*/ |
+ |
+function loadTexture(gl, elem, mipmaps) { |
+ var tex = gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_2D, tex); |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elem); |
+ if (mipmaps != false) |
+ gl.generateMipmap(gl.TEXTURE_2D); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
+ if (mipmaps) |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); |
+ else |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
+ return tex; |
+} |
+ |
+function getShader(gl, id) { |
+ var shaderScript = document.getElementById(id); |
+ if (!shaderScript) { |
+ throw(new Error("No shader element with id: "+id)); |
+ } |
+ |
+ var str = ""; |
+ var k = shaderScript.firstChild; |
+ while (k) { |
+ if (k.nodeType == 3) |
+ str += k.textContent; |
+ k = k.nextSibling; |
+ } |
+ |
+ var shader; |
+ if (shaderScript.type == "x-shader/x-fragment") { |
+ shader = gl.createShader(gl.FRAGMENT_SHADER); |
+ } else if (shaderScript.type == "x-shader/x-vertex") { |
+ shader = gl.createShader(gl.VERTEX_SHADER); |
+ } else { |
+ throw(new Error("Unknown shader type "+shaderScript.type)); |
+ } |
+ |
+ gl.shaderSource(shader, str); |
+ gl.compileShader(shader); |
+ |
+ if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) != 1) { |
+ var ilog = gl.getShaderInfoLog(shader); |
+ gl.deleteShader(shader); |
+ throw(new Error("Failed to compile shader "+shaderScript.id + ", Shader info log: " + ilog)); |
+ } |
+ return shader; |
+} |
+ |
+function loadShaderArray(gl, shaders) { |
+ var id = gl.createProgram(); |
+ var shaderObjs = []; |
+ for (var i=0; i<shaders.length; ++i) { |
+ try { |
+ var sh = getShader(gl, shaders[i]); |
+ shaderObjs.push(sh); |
+ gl.attachShader(id, sh); |
+ } catch (e) { |
+ var pr = {program: id, shaders: shaderObjs}; |
+ deleteShader(gl, pr); |
+ throw (e); |
+ } |
+ } |
+ var prog = {program: id, shaders: shaderObjs}; |
+ gl.linkProgram(id); |
+ gl.validateProgram(id); |
+ if (gl.getProgramParameter(id, gl.LINK_STATUS) != 1) { |
+ deleteShader(gl,prog); |
+ throw(new Error("Failed to link shader")); |
+ } |
+ if (gl.getProgramParameter(id, gl.VALIDATE_STATUS) != 1) { |
+ deleteShader(gl,prog); |
+ throw(new Error("Failed to validate shader")); |
+ } |
+ return prog; |
+} |
+function loadShader(gl) { |
+ var sh = []; |
+ for (var i=1; i<arguments.length; ++i) |
+ sh.push(arguments[i]); |
+ return loadShaderArray(gl, sh); |
+} |
+ |
+function deleteShader(gl, sh) { |
+ gl.useProgram(null); |
+ sh.shaders.forEach(function(s){ |
+ gl.detachShader(sh.program, s); |
+ gl.deleteShader(s); |
+ }); |
+ gl.deleteProgram(sh.program); |
+} |
+ |
+function getGLErrorAsString(ctx, err) { |
+ if (err === ctx.NO_ERROR) { |
+ return "NO_ERROR"; |
+ } |
+ for (var name in ctx) { |
+ if (ctx[name] === err) { |
+ return name; |
+ } |
+ } |
+ return err.toString(); |
+} |
+ |
+function checkError(gl, msg) { |
+ var e = gl.getError(); |
+ if (e != gl.NO_ERROR) { |
+ log("Error " + getGLErrorAsString(gl, e) + " at " + msg); |
+ } |
+ return e; |
+} |
+ |
+function throwError(gl, msg) { |
+ var e = gl.getError(); |
+ if (e != 0) { |
+ throw(new Error("Error " + getGLErrorAsString(gl, e) + " at " + msg)); |
+ } |
+} |
+ |
+Math.cot = function(z) { return 1.0 / Math.tan(z); } |
+ |
+/* |
+ Matrix utilities, using the OpenGL element order where |
+ the last 4 elements are the translation column. |
+ |
+ Uses flat arrays as matrices for performance. |
+ |
+ Most operations have in-place variants to avoid allocating temporary matrices. |
+ |
+ Naming logic: |
+ Matrix.method operates on a 4x4 Matrix and returns a new Matrix. |
+ Matrix.method3x3 operates on a 3x3 Matrix and returns a new Matrix. Not all operations have a 3x3 version (as 3x3 is usually only used for the normal matrix: Matrix.transpose3x3(Matrix.inverseTo3x3(mat4x4))) |
+ Matrix.method[3x3]InPlace(args, target) stores its result in the target matrix. |
+ |
+ Matrix.scale([sx, sy, sz]) -- non-uniform scale by vector |
+ Matrix.scale1(s) -- uniform scale by scalar |
+ Matrix.scale3(sx, sy, sz) -- non-uniform scale by scalars |
+ |
+ Ditto for translate. |
+*/ |
+Matrix = { |
+ identity : [ |
+ 1.0, 0.0, 0.0, 0.0, |
+ 0.0, 1.0, 0.0, 0.0, |
+ 0.0, 0.0, 1.0, 0.0, |
+ 0.0, 0.0, 0.0, 1.0 |
+ ], |
+ |
+ newIdentity : function() { |
+ return [ |
+ 1.0, 0.0, 0.0, 0.0, |
+ 0.0, 1.0, 0.0, 0.0, |
+ 0.0, 0.0, 1.0, 0.0, |
+ 0.0, 0.0, 0.0, 1.0 |
+ ]; |
+ }, |
+ |
+ newIdentity3x3 : function() { |
+ return [ |
+ 1.0, 0.0, 0.0, |
+ 0.0, 1.0, 0.0, |
+ 0.0, 0.0, 1.0 |
+ ]; |
+ }, |
+ |
+ copyMatrix : function(src, dst) { |
+ for (var i=0; i<16; i++) dst[i] = src[i]; |
+ return dst; |
+ }, |
+ |
+ to3x3 : function(m) { |
+ return [ |
+ m[0], m[1], m[2], |
+ m[4], m[5], m[6], |
+ m[8], m[9], m[10] |
+ ]; |
+ }, |
+ |
+ // orthonormal matrix inverse |
+ inverseON : function(m) { |
+ var n = this.transpose4x4(m); |
+ var t = [m[12], m[13], m[14]]; |
+ n[3] = n[7] = n[11] = 0; |
+ n[12] = -Vec3.dot([n[0], n[4], n[8]], t); |
+ n[13] = -Vec3.dot([n[1], n[5], n[9]], t); |
+ n[14] = -Vec3.dot([n[2], n[6], n[10]], t); |
+ return n; |
+ }, |
+ |
+ inverseTo3x3 : function(m) { |
+ return this.inverse4x4to3x3InPlace(m, this.newIdentity3x3()); |
+ }, |
+ |
+ inverseTo3x3InPlace : function(m,n) { |
+ var a11 = m[10]*m[5]-m[6]*m[9], |
+ a21 = -m[10]*m[1]+m[2]*m[9], |
+ a31 = m[6]*m[1]-m[2]*m[5], |
+ a12 = -m[10]*m[4]+m[6]*m[8], |
+ a22 = m[10]*m[0]-m[2]*m[8], |
+ a32 = -m[6]*m[0]+m[2]*m[4], |
+ a13 = m[9]*m[4]-m[5]*m[8], |
+ a23 = -m[9]*m[0]+m[1]*m[8], |
+ a33 = m[5]*m[0]-m[1]*m[4]; |
+ var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13); |
+ if (det == 0) // no inverse |
+ return [1,0,0,0,1,0,0,0,1]; |
+ var idet = 1 / det; |
+ n[0] = idet*a11; |
+ n[1] = idet*a21; |
+ n[2] = idet*a31; |
+ n[3] = idet*a12; |
+ n[4] = idet*a22; |
+ n[5] = idet*a32; |
+ n[6] = idet*a13; |
+ n[7] = idet*a23; |
+ n[8] = idet*a33; |
+ return n; |
+ }, |
+ |
+ inverse3x3 : function(m) { |
+ return this.inverse3x3InPlace(m, this.newIdentity3x3()); |
+ }, |
+ |
+ inverse3x3InPlace : function(m,n) { |
+ var a11 = m[8]*m[4]-m[5]*m[7], |
+ a21 = -m[8]*m[1]+m[2]*m[7], |
+ a31 = m[5]*m[1]-m[2]*m[4], |
+ a12 = -m[8]*m[3]+m[5]*m[6], |
+ a22 = m[8]*m[0]-m[2]*m[6], |
+ a32 = -m[5]*m[0]+m[2]*m[3], |
+ a13 = m[7]*m[4]-m[4]*m[8], |
+ a23 = -m[7]*m[0]+m[1]*m[6], |
+ a33 = m[4]*m[0]-m[1]*m[3]; |
+ var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13); |
+ if (det == 0) // no inverse |
+ return [1,0,0,0,1,0,0,0,1]; |
+ var idet = 1 / det; |
+ n[0] = idet*a11; |
+ n[1] = idet*a21; |
+ n[2] = idet*a31; |
+ n[3] = idet*a12; |
+ n[4] = idet*a22; |
+ n[5] = idet*a32; |
+ n[6] = idet*a13; |
+ n[7] = idet*a23; |
+ n[8] = idet*a33; |
+ return n; |
+ }, |
+ |
+ frustum : function (left, right, bottom, top, znear, zfar) { |
+ var X = 2*znear/(right-left); |
+ var Y = 2*znear/(top-bottom); |
+ var A = (right+left)/(right-left); |
+ var B = (top+bottom)/(top-bottom); |
+ var C = -(zfar+znear)/(zfar-znear); |
+ var D = -2*zfar*znear/(zfar-znear); |
+ |
+ return [ |
+ X, 0, 0, 0, |
+ 0, Y, 0, 0, |
+ A, B, C, -1, |
+ 0, 0, D, 0 |
+ ]; |
+ }, |
+ |
+ perspective : function (fovy, aspect, znear, zfar) { |
+ var ymax = znear * Math.tan(fovy * Math.PI / 360.0); |
+ var ymin = -ymax; |
+ var xmin = ymin * aspect; |
+ var xmax = ymax * aspect; |
+ |
+ return this.frustum(xmin, xmax, ymin, ymax, znear, zfar); |
+ }, |
+ |
+ mul4x4 : function (a,b) { |
+ return this.mul4x4InPlace(a,b,this.newIdentity()); |
+ }, |
+ |
+ mul4x4InPlace : function (a, b, c) { |
+ c[0] = b[0] * a[0] + |
+ b[0+1] * a[4] + |
+ b[0+2] * a[8] + |
+ b[0+3] * a[12]; |
+ c[0+1] = b[0] * a[1] + |
+ b[0+1] * a[5] + |
+ b[0+2] * a[9] + |
+ b[0+3] * a[13]; |
+ c[0+2] = b[0] * a[2] + |
+ b[0+1] * a[6] + |
+ b[0+2] * a[10] + |
+ b[0+3] * a[14]; |
+ c[0+3] = b[0] * a[3] + |
+ b[0+1] * a[7] + |
+ b[0+2] * a[11] + |
+ b[0+3] * a[15]; |
+ c[4] = b[4] * a[0] + |
+ b[4+1] * a[4] + |
+ b[4+2] * a[8] + |
+ b[4+3] * a[12]; |
+ c[4+1] = b[4] * a[1] + |
+ b[4+1] * a[5] + |
+ b[4+2] * a[9] + |
+ b[4+3] * a[13]; |
+ c[4+2] = b[4] * a[2] + |
+ b[4+1] * a[6] + |
+ b[4+2] * a[10] + |
+ b[4+3] * a[14]; |
+ c[4+3] = b[4] * a[3] + |
+ b[4+1] * a[7] + |
+ b[4+2] * a[11] + |
+ b[4+3] * a[15]; |
+ c[8] = b[8] * a[0] + |
+ b[8+1] * a[4] + |
+ b[8+2] * a[8] + |
+ b[8+3] * a[12]; |
+ c[8+1] = b[8] * a[1] + |
+ b[8+1] * a[5] + |
+ b[8+2] * a[9] + |
+ b[8+3] * a[13]; |
+ c[8+2] = b[8] * a[2] + |
+ b[8+1] * a[6] + |
+ b[8+2] * a[10] + |
+ b[8+3] * a[14]; |
+ c[8+3] = b[8] * a[3] + |
+ b[8+1] * a[7] + |
+ b[8+2] * a[11] + |
+ b[8+3] * a[15]; |
+ c[12] = b[12] * a[0] + |
+ b[12+1] * a[4] + |
+ b[12+2] * a[8] + |
+ b[12+3] * a[12]; |
+ c[12+1] = b[12] * a[1] + |
+ b[12+1] * a[5] + |
+ b[12+2] * a[9] + |
+ b[12+3] * a[13]; |
+ c[12+2] = b[12] * a[2] + |
+ b[12+1] * a[6] + |
+ b[12+2] * a[10] + |
+ b[12+3] * a[14]; |
+ c[12+3] = b[12] * a[3] + |
+ b[12+1] * a[7] + |
+ b[12+2] * a[11] + |
+ b[12+3] * a[15]; |
+ return c; |
+ }, |
+ |
+ mulv4 : function (a, v) { |
+ c = new Array(4); |
+ for (var i=0; i<4; ++i) { |
+ var x = 0; |
+ for (var k=0; k<4; ++k) |
+ x += v[k] * a[k*4+i]; |
+ c[i] = x; |
+ } |
+ return c; |
+ }, |
+ |
+ rotate : function (angle, axis) { |
+ axis = Vec3.normalize(axis); |
+ var x=axis[0], y=axis[1], z=axis[2]; |
+ var c = Math.cos(angle); |
+ var c1 = 1-c; |
+ var s = Math.sin(angle); |
+ return [ |
+ x*x*c1+c, y*x*c1+z*s, z*x*c1-y*s, 0, |
+ x*y*c1-z*s, y*y*c1+c, y*z*c1+x*s, 0, |
+ x*z*c1+y*s, y*z*c1-x*s, z*z*c1+c, 0, |
+ 0,0,0,1 |
+ ]; |
+ }, |
+ rotateInPlace : function(angle, axis, m) { |
+ axis = Vec3.normalize(axis); |
+ var x=axis[0], y=axis[1], z=axis[2]; |
+ var c = Math.cos(angle); |
+ var c1 = 1-c; |
+ var s = Math.sin(angle); |
+ var tmpMatrix = this.tmpMatrix; |
+ var tmpMatrix2 = this.tmpMatrix2; |
+ tmpMatrix[0] = x*x*c1+c; tmpMatrix[1] = y*x*c1+z*s; tmpMatrix[2] = z*x*c1-y*s; tmpMatrix[3] = 0; |
+ tmpMatrix[4] = x*y*c1-z*s; tmpMatrix[5] = y*y*c1+c; tmpMatrix[6] = y*z*c1+x*s; tmpMatrix[7] = 0; |
+ tmpMatrix[8] = x*z*c1+y*s; tmpMatrix[9] = y*z*c1-x*s; tmpMatrix[10] = z*z*c1+c; tmpMatrix[11] = 0; |
+ tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1; |
+ this.copyMatrix(m, tmpMatrix2); |
+ return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m); |
+ }, |
+ |
+ scale : function(v) { |
+ return [ |
+ v[0], 0, 0, 0, |
+ 0, v[1], 0, 0, |
+ 0, 0, v[2], 0, |
+ 0, 0, 0, 1 |
+ ]; |
+ }, |
+ scale3 : function(x,y,z) { |
+ return [ |
+ x, 0, 0, 0, |
+ 0, y, 0, 0, |
+ 0, 0, z, 0, |
+ 0, 0, 0, 1 |
+ ]; |
+ }, |
+ scale1 : function(s) { |
+ return [ |
+ s, 0, 0, 0, |
+ 0, s, 0, 0, |
+ 0, 0, s, 0, |
+ 0, 0, 0, 1 |
+ ]; |
+ }, |
+ scale3InPlace : function(x, y, z, m) { |
+ var tmpMatrix = this.tmpMatrix; |
+ var tmpMatrix2 = this.tmpMatrix2; |
+ tmpMatrix[0] = x; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0; |
+ tmpMatrix[4] = 0; tmpMatrix[5] = y; tmpMatrix[6] = 0; tmpMatrix[7] = 0; |
+ tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = z; tmpMatrix[11] = 0; |
+ tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1; |
+ this.copyMatrix(m, tmpMatrix2); |
+ return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m); |
+ }, |
+ scale1InPlace : function(s, m) { return this.scale3InPlace(s, s, s, m); }, |
+ scaleInPlace : function(s, m) { return this.scale3InPlace(s[0],s[1],s[2],m); }, |
+ |
+ translate3 : function(x,y,z) { |
+ return [ |
+ 1, 0, 0, 0, |
+ 0, 1, 0, 0, |
+ 0, 0, 1, 0, |
+ x, y, z, 1 |
+ ]; |
+ }, |
+ |
+ translate : function(v) { |
+ return this.translate3(v[0], v[1], v[2]); |
+ }, |
+ tmpMatrix : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], |
+ tmpMatrix2 : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], |
+ translate3InPlace : function(x,y,z,m) { |
+ var tmpMatrix = this.tmpMatrix; |
+ var tmpMatrix2 = this.tmpMatrix2; |
+ tmpMatrix[0] = 1; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0; |
+ tmpMatrix[4] = 0; tmpMatrix[5] = 1; tmpMatrix[6] = 0; tmpMatrix[7] = 0; |
+ tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = 1; tmpMatrix[11] = 0; |
+ tmpMatrix[12] = x; tmpMatrix[13] = y; tmpMatrix[14] = z; tmpMatrix[15] = 1; |
+ this.copyMatrix(m, tmpMatrix2); |
+ return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m); |
+ }, |
+ translateInPlace : function(v,m){ return this.translate3InPlace(v[0], v[1], v[2], m); }, |
+ |
+ lookAt : function (eye, center, up) { |
+ var z = Vec3.direction(eye, center); |
+ var x = Vec3.normalizeInPlace(Vec3.cross(up, z)); |
+ var y = Vec3.normalizeInPlace(Vec3.cross(z, x)); |
+ |
+ var m = [ |
+ x[0], y[0], z[0], 0, |
+ x[1], y[1], z[1], 0, |
+ x[2], y[2], z[2], 0, |
+ 0, 0, 0, 1 |
+ ]; |
+ |
+ var t = [ |
+ 1, 0, 0, 0, |
+ 0, 1, 0, 0, |
+ 0, 0, 1, 0, |
+ -eye[0], -eye[1], -eye[2], 1 |
+ ]; |
+ |
+ return this.mul4x4(m,t); |
+ }, |
+ |
+ transpose4x4 : function(m) { |
+ return [ |
+ m[0], m[4], m[8], m[12], |
+ m[1], m[5], m[9], m[13], |
+ m[2], m[6], m[10], m[14], |
+ m[3], m[7], m[11], m[15] |
+ ]; |
+ }, |
+ |
+ transpose4x4InPlace : function(m) { |
+ var tmp = 0.0; |
+ tmp = m[1]; m[1] = m[4]; m[4] = tmp; |
+ tmp = m[2]; m[2] = m[8]; m[8] = tmp; |
+ tmp = m[3]; m[3] = m[12]; m[12] = tmp; |
+ tmp = m[6]; m[6] = m[9]; m[9] = tmp; |
+ tmp = m[7]; m[7] = m[13]; m[13] = tmp; |
+ tmp = m[11]; m[11] = m[14]; m[14] = tmp; |
+ return m; |
+ }, |
+ |
+ transpose3x3 : function(m) { |
+ return [ |
+ m[0], m[3], m[6], |
+ m[1], m[4], m[7], |
+ m[2], m[5], m[8] |
+ ]; |
+ }, |
+ |
+ transpose3x3InPlace : function(m) { |
+ var tmp = 0.0; |
+ tmp = m[1]; m[1] = m[3]; m[3] = tmp; |
+ tmp = m[2]; m[2] = m[6]; m[6] = tmp; |
+ tmp = m[5]; m[5] = m[7]; m[7] = tmp; |
+ return m; |
+ }, |
+} |
+ |
+Vec3 = { |
+ make : function() { return [0,0,0]; }, |
+ copy : function(v) { return [v[0],v[1],v[2]]; }, |
+ |
+ add : function (u,v) { |
+ return [u[0]+v[0], u[1]+v[1], u[2]+v[2]]; |
+ }, |
+ |
+ sub : function (u,v) { |
+ return [u[0]-v[0], u[1]-v[1], u[2]-v[2]]; |
+ }, |
+ |
+ negate : function (u) { |
+ return [-u[0], -u[1], -u[2]]; |
+ }, |
+ |
+ direction : function (u,v) { |
+ return this.normalizeInPlace(this.sub(u,v)); |
+ }, |
+ |
+ normalizeInPlace : function(v) { |
+ var imag = 1.0 / Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); |
+ v[0] *= imag; v[1] *= imag; v[2] *= imag; |
+ return v; |
+ }, |
+ |
+ normalize : function(v) { |
+ return this.normalizeInPlace(this.copy(v)); |
+ }, |
+ |
+ scale : function(f, v) { |
+ return [f*v[0], f*v[1], f*v[2]]; |
+ }, |
+ |
+ dot : function(u,v) { |
+ return u[0]*v[0] + u[1]*v[1] + u[2]*v[2]; |
+ }, |
+ |
+ inner : function(u,v) { |
+ return [u[0]*v[0], u[1]*v[1], u[2]*v[2]]; |
+ }, |
+ |
+ cross : function(u,v) { |
+ return [ |
+ u[1]*v[2] - u[2]*v[1], |
+ u[2]*v[0] - u[0]*v[2], |
+ u[0]*v[1] - u[1]*v[0] |
+ ]; |
+ } |
+} |
+ |
+Shader = function(gl){ |
+ this.gl = gl; |
+ this.shaders = []; |
+ this.uniformLocations = {}; |
+ this.attribLocations = {}; |
+ for (var i=1; i<arguments.length; i++) { |
+ this.shaders.push(arguments[i]); |
+ } |
+} |
+Shader.prototype = { |
+ id : null, |
+ gl : null, |
+ compiled : false, |
+ shader : null, |
+ shaders : [], |
+ |
+ destroy : function() { |
+ if (this.shader != null) deleteShader(this.gl, this.shader); |
+ }, |
+ |
+ compile : function() { |
+ this.shader = loadShaderArray(this.gl, this.shaders); |
+ }, |
+ |
+ use : function() { |
+ if (this.shader == null) |
+ this.compile(); |
+ this.gl.useProgram(this.shader.program); |
+ }, |
+ |
+ uniform1fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform1fv(loc, value); |
+ }, |
+ |
+ uniform2fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform2fv(loc, value); |
+ }, |
+ |
+ uniform3fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform3fv(loc, value); |
+ }, |
+ |
+ uniform4fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform4fv(loc, value); |
+ }, |
+ |
+ uniform1f : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform1f(loc, value); |
+ }, |
+ |
+ uniform2f : function(name, v1,v2) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform2f(loc, v1,v2); |
+ }, |
+ |
+ uniform3f : function(name, v1,v2,v3) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform3f(loc, v1,v2,v3); |
+ }, |
+ |
+ uniform4f : function(name, v1,v2,v3,v4) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform4f(loc, v1, v2, v3, v4); |
+ }, |
+ |
+ uniform1iv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform1iv(loc, value); |
+ }, |
+ |
+ uniform2iv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform2iv(loc, value); |
+ }, |
+ |
+ uniform3iv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform3iv(loc, value); |
+ }, |
+ |
+ uniform4iv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform4iv(loc, value); |
+ }, |
+ |
+ uniform1i : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform1i(loc, value); |
+ }, |
+ |
+ uniform2i : function(name, v1,v2) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform2i(loc, v1,v2); |
+ }, |
+ |
+ uniform3i : function(name, v1,v2,v3) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform3i(loc, v1,v2,v3); |
+ }, |
+ |
+ uniform4i : function(name, v1,v2,v3,v4) { |
+ var loc = this.uniform(name); |
+ this.gl.uniform4i(loc, v1, v2, v3, v4); |
+ }, |
+ |
+ uniformMatrix4fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniformMatrix4fv(loc, false, value); |
+ }, |
+ |
+ uniformMatrix3fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniformMatrix3fv(loc, false, value); |
+ }, |
+ |
+ uniformMatrix2fv : function(name, value) { |
+ var loc = this.uniform(name); |
+ this.gl.uniformMatrix2fv(loc, false, value); |
+ }, |
+ |
+ attrib : function(name) { |
+ if (this.attribLocations[name] == null) { |
+ var loc = this.gl.getAttribLocation(this.shader.program, name); |
+ this.attribLocations[name] = loc; |
+ } |
+ return this.attribLocations[name]; |
+ }, |
+ |
+ uniform : function(name) { |
+ if (this.uniformLocations[name] == null) { |
+ var loc = this.gl.getUniformLocation(this.shader.program, name); |
+ this.uniformLocations[name] = loc; |
+ } |
+ return this.uniformLocations[name]; |
+ } |
+} |
+Filter = function(gl, shader) { |
+ Shader.apply(this, arguments); |
+} |
+Filter.prototype = new Shader(); |
+Filter.prototype.apply = function(init) { |
+ this.use(); |
+ var va = this.attrib("Vertex"); |
+ var ta = this.attrib("Tex"); |
+ var vbo = Quad.getCachedVBO(this.gl); |
+ if (init) init(this); |
+ vbo.draw(va, null, ta); |
+} |
+ |
+ |
+VBO = function(gl) { |
+ this.gl = gl; |
+ this.data = []; |
+ this.elementsVBO = null; |
+ for (var i=1; i<arguments.length; i++) { |
+ if (arguments[i].elements) |
+ this.elements = arguments[i]; |
+ else |
+ this.data.push(arguments[i]); |
+ } |
+} |
+ |
+VBO.prototype = { |
+ initialized : false, |
+ length : 0, |
+ vbos : null, |
+ type : 'TRIANGLES', |
+ elementsVBO : null, |
+ elements : null, |
+ |
+ setData : function() { |
+ this.destroy(); |
+ this.data = []; |
+ for (var i=0; i<arguments.length; i++) { |
+ if (arguments[i].elements) |
+ this.elements = arguments[i]; |
+ else |
+ this.data.push(arguments[i]); |
+ } |
+ }, |
+ |
+ destroy : function() { |
+ if (this.vbos != null) |
+ for (var i=0; i<this.vbos.length; i++) |
+ this.gl.deleteBuffer(this.vbos[i]); |
+ if (this.elementsVBO != null) |
+ this.gl.deleteBuffer(this.elementsVBO); |
+ this.length = this.elementsLength = 0; |
+ this.vbos = this.elementsVBO = null; |
+ this.initialized = false; |
+ }, |
+ |
+ init : function() { |
+ this.destroy(); |
+ var gl = this.gl; |
+ |
+ gl.getError(); |
+ var vbos = []; |
+ var length = 0; |
+ for (var i=0; i<this.data.length; i++) |
+ vbos.push(gl.createBuffer()); |
+ if (this.elements != null) |
+ this.elementsVBO = gl.createBuffer(); |
+ try { |
+ throwError(gl, "genBuffers"); |
+ for (var i = 0; i<this.data.length; i++) { |
+ var d = this.data[i]; |
+ var dlen = Math.floor(d.data.length / d.size); |
+ if (i == 0 || dlen < length) |
+ length = dlen; |
+ if (!d.floatArray) |
+ d.floatArray = new Float32Array(d.data); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbos[i]); |
+ throwError(gl, "bindBuffer"); |
+ gl.bufferData(gl.ARRAY_BUFFER, d.floatArray, gl.STATIC_DRAW); |
+ throwError(gl, "bufferData"); |
+ } |
+ if (this.elementsVBO != null) { |
+ var d = this.elements; |
+ this.elementsLength = d.data.length; |
+ this.elementsType = d.type == gl.UNSIGNED_BYTE ? d.type : gl.UNSIGNED_SHORT; |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO); |
+ throwError(gl, "bindBuffer ELEMENT_ARRAY_BUFFER"); |
+ if (this.elementsType == gl.UNSIGNED_SHORT && !d.ushortArray) { |
+ d.ushortArray = new Uint16Array(d.data); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ushortArray, gl.STATIC_DRAW); |
+ } else if (this.elementsType == gl.UNSIGNED_BYTE && !d.ubyteArray) { |
+ d.ubyteArray = new Uint8Array(d.data); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ubyteArray, gl.STATIC_DRAW); |
+ } |
+ throwError(gl, "bufferData ELEMENT_ARRAY_BUFFER"); |
+ } |
+ } catch(e) { |
+ for (var i=0; i<vbos.length; i++) |
+ gl.deleteBuffer(vbos[i]); |
+ throw(e); |
+ } |
+ |
+ gl.bindBuffer(gl.ARRAY_BUFFER, null); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); |
+ |
+ this.length = length; |
+ this.vbos = vbos; |
+ |
+ this.initialized = true; |
+ }, |
+ |
+ use : function() { |
+ if (!this.initialized) this.init(); |
+ var gl = this.gl; |
+ for (var i=0; i<arguments.length; i++) { |
+ if (arguments[i] == null) continue; |
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos[i]); |
+ gl.vertexAttribPointer(arguments[i], this.data[i].size, gl.FLOAT, false, 0, 0); |
+ gl.enableVertexAttribArray(arguments[i]); |
+ } |
+ if (this.elementsVBO != null) { |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO); |
+ } |
+ }, |
+ |
+ draw : function() { |
+ var args = []; |
+ this.use.apply(this, arguments); |
+ var gl = this.gl; |
+ if (this.elementsVBO != null) { |
+ gl.drawElements(gl[this.type], this.elementsLength, this.elementsType, 0); |
+ } else { |
+ gl.drawArrays(gl[this.type], 0, this.length); |
+ } |
+ } |
+} |
+ |
+FBO = function(gl, width, height, use_depth) { |
+ this.gl = gl; |
+ this.width = width; |
+ this.height = height; |
+ if (use_depth != null) |
+ this.useDepth = use_depth; |
+} |
+FBO.prototype = { |
+ initialized : false, |
+ useDepth : true, |
+ fbo : null, |
+ rbo : null, |
+ texture : null, |
+ |
+ destroy : function() { |
+ if (this.fbo) this.gl.deleteFramebuffer(this.fbo); |
+ if (this.rbo) this.gl.deleteRenderbuffer(this.rbo); |
+ if (this.texture) this.gl.deleteTexture(this.texture); |
+ }, |
+ |
+ init : function() { |
+ var gl = this.gl; |
+ var w = this.width, h = this.height; |
+ var fbo = this.fbo != null ? this.fbo : gl.createFramebuffer(); |
+ var rb; |
+ |
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
+ checkError(gl, "FBO.init bindFramebuffer"); |
+ if (this.useDepth) { |
+ rb = this.rbo != null ? this.rbo : gl.createRenderbuffer(); |
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb); |
+ checkError(gl, "FBO.init bindRenderbuffer"); |
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h); |
+ checkError(gl, "FBO.init renderbufferStorage"); |
+ } |
+ |
+ var tex = this.texture != null ? this.texture : gl.createTexture(); |
+ gl.bindTexture(gl.TEXTURE_2D, tex); |
+ try { |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
+ } catch (e) { // argh, no null texture support |
+ var tmp = this.getTempCanvas(w,h); |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmp); |
+ } |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
+ checkError(gl, "FBO.init tex"); |
+ |
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); |
+ checkError(gl, "FBO.init bind tex"); |
+ |
+ if (this.useDepth) { |
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb); |
+ checkError(gl, "FBO.init bind depth buffer"); |
+ } |
+ |
+ var fbstat = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
+ if (fbstat != gl.FRAMEBUFFER_COMPLETE) { |
+ var glv; |
+ for (var v in gl) { |
+ try { glv = gl[v]; } catch (e) { glv = null; } |
+ if (glv == fbstat) { fbstat = v; break; }} |
+ log("Framebuffer status: " + fbstat); |
+ } |
+ checkError(gl, "FBO.init check fbo"); |
+ |
+ this.fbo = fbo; |
+ this.rbo = rb; |
+ this.texture = tex; |
+ this.initialized = true; |
+ }, |
+ |
+ getTempCanvas : function(w, h) { |
+ if (!FBO.tempCanvas) { |
+ FBO.tempCanvas = document.createElement('canvas'); |
+ } |
+ FBO.tempCanvas.width = w; |
+ FBO.tempCanvas.height = h; |
+ return FBO.tempCanvas; |
+ }, |
+ |
+ use : function() { |
+ if (!this.initialized) this.init(); |
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.fbo); |
+ } |
+} |
+ |
+function GLError(err, msg, fileName, lineNumber) { |
+ this.message = msg; |
+ this.glError = err; |
+} |
+ |
+GLError.prototype = new Error(); |
+ |
+function makeGLErrorWrapper(gl, fname) { |
+ return (function() { |
+ try { |
+ var rv = gl[fname].apply(gl, arguments); |
+ var err = gl.getError(); |
+ if (err != gl.NO_ERROR) { |
+ throw(new GLError( |
+ err, "GL error "+getGLErrorAsString(gl, err)+" in "+fname)); |
+ } |
+ return rv; |
+ } catch (e) { |
+ if (e.glError !== undefined) { |
+ throw e; |
+ } |
+ throw(new Error("Threw " + e.name + |
+ " in " + fname + "\n" + |
+ e.message + "\n" + |
+ arguments.callee.caller)); |
+ } |
+ }); |
+} |
+ |
+function wrapGLContext(gl) { |
+ var wrap = {}; |
+ for (var i in gl) { |
+ try { |
+ if (typeof gl[i] == 'function') { |
+ wrap[i] = makeGLErrorWrapper(gl, i); |
+ } else { |
+ wrap[i] = gl[i]; |
+ } |
+ } catch (e) { |
+ // log("wrapGLContext: Error accessing " + i); |
+ } |
+ } |
+ wrap.getError = function(){ return gl.getError(); }; |
+ return wrap; |
+} |
+ |
+// Assert that f generates a specific GL error. |
+function assertGLError(gl, err, name, f) { |
+ if (f == null) { f = name; name = null; } |
+ var r = false; |
+ var glErr = 0; |
+ try { f(); } catch(e) { r=true; glErr = e.glError; } |
+ if (glErr !== err) { |
+ if (glErr === undefined) { |
+ testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f); |
+ } else { |
+ testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) + |
+ " actual: " + getGLErrorAsString(gl, glErr), name, f); |
+ } |
+ return false; |
+ } |
+ return true; |
+} |
+ |
+// Assert that f generates some GL error. Used in situations where it's |
+// ambigious which of multiple possible errors will be generated. |
+function assertSomeGLError(gl, name, f) { |
+ if (f == null) { f = name; name = null; } |
+ var r = false; |
+ var glErr = 0; |
+ var err = 0; |
+ try { f(); } catch(e) { r=true; glErr = e.glError; } |
+ if (glErr === 0) { |
+ if (glErr === undefined) { |
+ testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f); |
+ } else { |
+ testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) + |
+ " actual: " + getGLErrorAsString(gl, glErr), name, f); |
+ } |
+ return false; |
+ } |
+ return true; |
+} |
+ |
+// Assert that f throws an exception but does not generate a GL error. |
+function assertThrowNoGLError(gl, name, f) { |
+ if (f == null) { f = name; name = null; } |
+ var r = false; |
+ var glErr = undefined; |
+ var exp; |
+ try { f(); } catch(e) { r=true; glErr = e.glError; exp = e;} |
+ if (!r) { |
+ testFailed( |
+ "assertThrowNoGLError: should have thrown exception", name, f); |
+ return false; |
+ } else { |
+ if (glErr !== undefined) { |
+ testFailed( |
+ "assertThrowNoGLError: should be no GL error but generated: " + |
+ getGLErrorAsString(gl, glErr), name, f); |
+ return false; |
+ } |
+ } |
+ testPassed("assertThrowNoGLError", name, f); |
+ return true; |
+} |
+ |
+Quad = { |
+ vertices : [ |
+ -1,-1,0, |
+ 1,-1,0, |
+ -1,1,0, |
+ 1,-1,0, |
+ 1,1,0, |
+ -1,1,0 |
+ ], |
+ normals : [ |
+ 0,0,-1, |
+ 0,0,-1, |
+ 0,0,-1, |
+ 0,0,-1, |
+ 0,0,-1, |
+ 0,0,-1 |
+ ], |
+ texcoords : [ |
+ 0,0, |
+ 1,0, |
+ 0,1, |
+ 1,0, |
+ 1,1, |
+ 0,1 |
+ ], |
+ indices : [0,1,2,1,5,2], |
+ makeVBO : function(gl) { |
+ return new VBO(gl, |
+ {size:3, data: Quad.vertices}, |
+ {size:3, data: Quad.normals}, |
+ {size:2, data: Quad.texcoords} |
+ ) |
+ }, |
+ cache: {}, |
+ getCachedVBO : function(gl) { |
+ if (!this.cache[gl]) |
+ this.cache[gl] = this.makeVBO(gl); |
+ return this.cache[gl]; |
+ } |
+} |
+Cube = { |
+ vertices : [ 0.5, -0.5, 0.5, // +X |
+ 0.5, -0.5, -0.5, |
+ 0.5, 0.5, -0.5, |
+ 0.5, 0.5, 0.5, |
+ |
+ 0.5, 0.5, 0.5, // +Y |
+ 0.5, 0.5, -0.5, |
+ -0.5, 0.5, -0.5, |
+ -0.5, 0.5, 0.5, |
+ |
+ 0.5, 0.5, 0.5, // +Z |
+ -0.5, 0.5, 0.5, |
+ -0.5, -0.5, 0.5, |
+ 0.5, -0.5, 0.5, |
+ |
+ -0.5, -0.5, 0.5, // -X |
+ -0.5, 0.5, 0.5, |
+ -0.5, 0.5, -0.5, |
+ -0.5, -0.5, -0.5, |
+ |
+ -0.5, -0.5, 0.5, // -Y |
+ -0.5, -0.5, -0.5, |
+ 0.5, -0.5, -0.5, |
+ 0.5, -0.5, 0.5, |
+ |
+ -0.5, -0.5, -0.5, // -Z |
+ -0.5, 0.5, -0.5, |
+ 0.5, 0.5, -0.5, |
+ 0.5, -0.5, -0.5, |
+ ], |
+ |
+ normals : [ 1, 0, 0, |
+ 1, 0, 0, |
+ 1, 0, 0, |
+ 1, 0, 0, |
+ |
+ 0, 1, 0, |
+ 0, 1, 0, |
+ 0, 1, 0, |
+ 0, 1, 0, |
+ |
+ 0, 0, 1, |
+ 0, 0, 1, |
+ 0, 0, 1, |
+ 0, 0, 1, |
+ |
+ -1, 0, 0, |
+ -1, 0, 0, |
+ -1, 0, 0, |
+ -1, 0, 0, |
+ |
+ 0,-1, 0, |
+ 0,-1, 0, |
+ 0,-1, 0, |
+ 0,-1, 0, |
+ |
+ 0, 0,-1, |
+ 0, 0,-1, |
+ 0, 0,-1, |
+ 0, 0,-1 |
+ ], |
+ |
+ indices : [], |
+ create : function(){ |
+ for (var i = 0; i < 6; i++) { |
+ Cube.indices.push(i*4 + 0); |
+ Cube.indices.push(i*4 + 1); |
+ Cube.indices.push(i*4 + 3); |
+ Cube.indices.push(i*4 + 1); |
+ Cube.indices.push(i*4 + 2); |
+ Cube.indices.push(i*4 + 3); |
+ } |
+ }, |
+ |
+ makeVBO : function(gl) { |
+ return new VBO(gl, |
+ {size:3, data: Cube.vertices}, |
+ {size:3, data: Cube.normals}, |
+ {elements: true, data: Cube.indices} |
+ ) |
+ }, |
+ cache : {}, |
+ getCachedVBO : function(gl) { |
+ if (!this.cache[gl]) |
+ this.cache[gl] = this.makeVBO(gl); |
+ return this.cache[gl]; |
+ } |
+} |
+Cube.create(); |
+ |
+Sphere = { |
+ vertices : [], |
+ normals : [], |
+ indices : [], |
+ create : function(){ |
+ var r = 0.75; |
+ function vert(theta, phi) |
+ { |
+ var r = 0.75; |
+ var x, y, z, nx, ny, nz; |
+ |
+ nx = Math.sin(theta) * Math.cos(phi); |
+ ny = Math.sin(phi); |
+ nz = Math.cos(theta) * Math.cos(phi); |
+ Sphere.normals.push(nx); |
+ Sphere.normals.push(ny); |
+ Sphere.normals.push(nz); |
+ |
+ x = r * Math.sin(theta) * Math.cos(phi); |
+ y = r * Math.sin(phi); |
+ z = r * Math.cos(theta) * Math.cos(phi); |
+ Sphere.vertices.push(x); |
+ Sphere.vertices.push(y); |
+ Sphere.vertices.push(z); |
+ } |
+ for (var phi = -Math.PI/2; phi < Math.PI/2; phi += Math.PI/20) { |
+ var phi2 = phi + Math.PI/20; |
+ for (var theta = -Math.PI/2; theta <= Math.PI/2; theta += Math.PI/20) { |
+ vert(theta, phi); |
+ vert(theta, phi2); |
+ } |
+ } |
+ } |
+} |
+ |
+Sphere.create(); |
+ |
+initGL_CONTEXT_ID = function(){ |
+ var c = document.createElement('canvas'); |
+ var contextNames = ['webgl', 'experimental-webgl']; |
+ GL_CONTEXT_ID = null; |
+ for (var i=0; i<contextNames.length; i++) { |
+ try { |
+ if (c.getContext(contextNames[i])) { |
+ GL_CONTEXT_ID = contextNames[i]; |
+ break; |
+ } |
+ } catch (e) {} |
+ } |
+ if (!GL_CONTEXT_ID) { |
+ log("No WebGL context found. Unable to run tests."); |
+ } |
+} |
+ |
+initGL_CONTEXT_ID(); |
Property changes on: conformance/more/util.js |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |