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Unified Diff: conformance/more/util.js

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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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
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