| Index: conformance/resources/webgl-test-utils.js
|
| ===================================================================
|
| --- conformance/resources/webgl-test-utils.js (revision 0)
|
| +++ conformance/resources/webgl-test-utils.js (revision 0)
|
| @@ -0,0 +1,1157 @@
|
| +// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +WebGLTestUtils = (function() {
|
| +
|
| +/**
|
| + * Wrapped logging function.
|
| + * @param {string} msg The message to log.
|
| + */
|
| +var log = function(msg) {
|
| + if (window.console && window.console.log) {
|
| + window.console.log(msg);
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Wrapped logging function.
|
| + * @param {string} msg The message to log.
|
| + */
|
| +var error = function(msg) {
|
| + if (window.console) {
|
| + if (window.console.error) {
|
| + window.console.error(msg);
|
| + }
|
| + else if (window.console.log) {
|
| + window.console.log(msg);
|
| + }
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Turn off all logging.
|
| + */
|
| +var loggingOff = function() {
|
| + log = function() {};
|
| + error = function() {};
|
| +};
|
| +
|
| +/**
|
| + * Converts a WebGL enum to a string
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} value The enum value.
|
| + * @return {string} The enum as a string.
|
| + */
|
| +var glEnumToString = function(gl, value) {
|
| + for (var p in gl) {
|
| + if (gl[p] == value) {
|
| + return p;
|
| + }
|
| + }
|
| + return "0x" + value.toString(16);
|
| +};
|
| +
|
| +var lastError = "";
|
| +
|
| +/**
|
| + * Returns the last compiler/linker error.
|
| + * @return {string} The last compiler/linker error.
|
| + */
|
| +var getLastError = function() {
|
| + return lastError;
|
| +};
|
| +
|
| +/**
|
| + * Whether a haystack ends with a needle.
|
| + * @param {string} haystack String to search
|
| + * @param {string} needle String to search for.
|
| + * @param {boolean} True if haystack ends with needle.
|
| + */
|
| +var endsWith = function(haystack, needle) {
|
| + return haystack.substr(haystack.length - needle.length) === needle;
|
| +};
|
| +
|
| +/**
|
| + * Whether a haystack starts with a needle.
|
| + * @param {string} haystack String to search
|
| + * @param {string} needle String to search for.
|
| + * @param {boolean} True if haystack starts with needle.
|
| + */
|
| +var startsWith = function(haystack, needle) {
|
| + return haystack.substr(0, needle.length) === needle;
|
| +};
|
| +
|
| +/**
|
| + * A vertex shader for a single texture.
|
| + * @type {string}
|
| + */
|
| +var simpleTextureVertexShader = [
|
| + 'attribute vec4 vPosition;',
|
| + 'attribute vec2 texCoord0;',
|
| + 'varying vec2 texCoord;',
|
| + 'void main() {',
|
| + ' gl_Position = vPosition;',
|
| + ' texCoord = texCoord0;',
|
| + '}'].join('\n');
|
| +
|
| +/**
|
| + * A fragment shader for a single texture.
|
| + * @type {string}
|
| + */
|
| +var simpleTextureFragmentShader = [
|
| + 'precision mediump float;',
|
| + 'uniform sampler2D tex;',
|
| + 'varying vec2 texCoord;',
|
| + 'void main() {',
|
| + ' gl_FragData[0] = texture2D(tex, texCoord);',
|
| + '}'].join('\n');
|
| +
|
| +/**
|
| + * Creates a simple texture vertex shader.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @return {!WebGLShader}
|
| + */
|
| +var setupSimpleTextureVertexShader = function(gl) {
|
| + return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
|
| +};
|
| +
|
| +/**
|
| + * Creates a simple texture fragment shader.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @return {!WebGLShader}
|
| + */
|
| +var setupSimpleTextureFragmentShader = function(gl) {
|
| + return loadShader(
|
| + gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
|
| +};
|
| +
|
| +/**
|
| + * Creates a program, attaches shaders, binds attrib locations, links the
|
| + * program and calls useProgram.
|
| + * @param {!Array.<!WebGLShader>} shaders The shaders to attach .
|
| + * @param {!Array.<string>} opt_attribs The attribs names.
|
| + * @param {!Array.<number>} opt_locations The locations for the attribs.
|
| + */
|
| +var setupProgram = function(gl, shaders, opt_attribs, opt_locations) {
|
| + var program = gl.createProgram();
|
| + for (var ii = 0; ii < shaders.length; ++ii) {
|
| + gl.attachShader(program, shaders[ii]);
|
| + }
|
| + if (opt_attribs) {
|
| + for (var ii = 0; ii < opt_attribs.length; ++ii) {
|
| + gl.bindAttribLocation(
|
| + program,
|
| + opt_locations ? opt_locations[ii] : ii,
|
| + opt_attribs[ii]);
|
| + }
|
| + }
|
| + gl.linkProgram(program);
|
| +
|
| + // Check the link status
|
| + var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
| + if (!linked) {
|
| + // something went wrong with the link
|
| + lastError = gl.getProgramInfoLog (program);
|
| + error("Error in program linking:" + lastError);
|
| +
|
| + gl.deleteProgram(program);
|
| + return null;
|
| + }
|
| +
|
| + gl.useProgram(program);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Creates a simple texture program.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} opt_positionLocation The attrib location for position.
|
| + * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| + * @return {WebGLProgram}
|
| + */
|
| +var setupSimpleTextureProgram = function(
|
| + gl, opt_positionLocation, opt_texcoordLocation) {
|
| + opt_positionLocation = opt_positionLocation || 0;
|
| + opt_texcoordLocation = opt_texcoordLocation || 1;
|
| + var vs = setupSimpleTextureVertexShader(gl);
|
| + var fs = setupSimpleTextureFragmentShader(gl);
|
| + if (!vs || !fs) {
|
| + return null;
|
| + }
|
| + var program = setupProgram(
|
| + gl,
|
| + [vs, fs],
|
| + ['vPosition', 'texCoord0'],
|
| + [opt_positionLocation, opt_texcoordLocation]);
|
| + if (!program) {
|
| + gl.deleteShader(fs);
|
| + gl.deleteShader(vs);
|
| + }
|
| + gl.useProgram(program);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Creates buffers for a textured unit quad and attaches them to vertex attribs.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} opt_positionLocation The attrib location for position.
|
| + * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| + * @return {!Array.<WebGLBuffer>} The buffer objects that were
|
| + * created.
|
| + */
|
| +var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) {
|
| + opt_positionLocation = opt_positionLocation || 0;
|
| + opt_texcoordLocation = opt_texcoordLocation || 1;
|
| + var objects = [];
|
| +
|
| + var vertexObject = gl.createBuffer();
|
| + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
|
| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| + 1.0, 1.0, 0.0,
|
| + -1.0, 1.0, 0.0,
|
| + -1.0, -1.0, 0.0,
|
| + 1.0, 1.0, 0.0,
|
| + -1.0, -1.0, 0.0,
|
| + 1.0, -1.0, 0.0]), gl.STATIC_DRAW);
|
| + gl.enableVertexAttribArray(opt_positionLocation);
|
| + gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
|
| + objects.push(vertexObject);
|
| +
|
| + var vertexObject = gl.createBuffer();
|
| + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
|
| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| + 1.0, 1.0,
|
| + 0.0, 1.0,
|
| + 0.0, 0.0,
|
| + 1.0, 1.0,
|
| + 0.0, 0.0,
|
| + 1.0, 0.0]), gl.STATIC_DRAW);
|
| + gl.enableVertexAttribArray(opt_texcoordLocation);
|
| + gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0);
|
| + objects.push(vertexObject);
|
| + return objects;
|
| +};
|
| +
|
| +/**
|
| + * Creates a program and buffers for rendering a textured quad.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} opt_positionLocation The attrib location for position.
|
| + * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| + * @return {!WebGLProgram}
|
| + */
|
| +var setupTexturedQuad = function(
|
| + gl, opt_positionLocation, opt_texcoordLocation) {
|
| + var program = setupSimpleTextureProgram(
|
| + gl, opt_positionLocation, opt_texcoordLocation);
|
| + setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Creates a unit quad with only positions of a given rez
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} gridRez The resolution of the mesh grid.
|
| + * @param {number} opt_positionLocation The attrib location for position.
|
| + */
|
| +var setupQuad = function (
|
| + gl, gridRes, opt_positionLocation, opt_flipOddTriangles) {
|
| + var positionLocation = opt_positionLocation || 0;
|
| + var objects = [];
|
| +
|
| + var vertsAcross = gridRes + 1;
|
| + var numVerts = vertsAcross * vertsAcross;
|
| + var positions = new Float32Array(numVerts * 3);
|
| + var indices = new Uint16Array(6 * gridRes * gridRes);
|
| +
|
| + var poffset = 0;
|
| +
|
| + for (var yy = 0; yy <= gridRes; ++yy) {
|
| + for (var xx = 0; xx <= gridRes; ++xx) {
|
| + positions[poffset + 0] = -1 + 2 * xx / gridRes;
|
| + positions[poffset + 1] = -1 + 2 * yy / gridRes;
|
| + positions[poffset + 2] = 0;
|
| +
|
| + poffset += 3;
|
| + }
|
| + }
|
| +
|
| + var tbase = 0;
|
| + for (var yy = 0; yy < gridRes; ++yy) {
|
| + var index = yy * vertsAcross;
|
| + for (var xx = 0; xx < gridRes; ++xx) {
|
| + indices[tbase + 0] = index + 0;
|
| + indices[tbase + 1] = index + 1;
|
| + indices[tbase + 2] = index + vertsAcross;
|
| + indices[tbase + 3] = index + vertsAcross;
|
| + indices[tbase + 4] = index + 1;
|
| + indices[tbase + 5] = index + vertsAcross + 1;
|
| +
|
| + if (opt_flipOddTriangles) {
|
| + indices[tbase + 4] = index + vertsAcross + 1;
|
| + indices[tbase + 5] = index + 1;
|
| + }
|
| +
|
| + index += 1;
|
| + tbase += 6;
|
| + }
|
| + }
|
| +
|
| + var buf = gl.createBuffer();
|
| + gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
| + gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
|
| + gl.enableVertexAttribArray(positionLocation);
|
| + gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
|
| + objects.push(buf);
|
| +
|
| + var buf = gl.createBuffer();
|
| + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf);
|
| + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
| + objects.push(buf);
|
| +
|
| + return objects;
|
| +};
|
| +
|
| +/**
|
| + * Fills the given texture with a solid color
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {!WebGLTexture} tex The texture to fill.
|
| + * @param {number} width The width of the texture to create.
|
| + * @param {number} height The height of the texture to create.
|
| + * @param {!Array.<number>} color The color to fill with. A 4 element array
|
| + * where each element is in the range 0 to 255.
|
| + * @param {number} opt_level The level of the texture to fill. Default = 0.
|
| + */
|
| +var fillTexture = function(gl, tex, width, height, color, opt_level) {
|
| + opt_level = opt_level || 0;
|
| + var numPixels = width * height;
|
| + var size = numPixels * 4;
|
| + var buf = new Uint8Array(size);
|
| + for (var ii = 0; ii < numPixels; ++ii) {
|
| + var off = ii * 4;
|
| + buf[off + 0] = color[0];
|
| + buf[off + 1] = color[1];
|
| + buf[off + 2] = color[2];
|
| + buf[off + 3] = color[3];
|
| + }
|
| + gl.bindTexture(gl.TEXTURE_2D, tex);
|
| + gl.texImage2D(
|
| + gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0,
|
| + gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| + };
|
| +
|
| +/**
|
| + * Creates a textures and fills it with a solid color
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} width The width of the texture to create.
|
| + * @param {number} height The height of the texture to create.
|
| + * @param {!Array.<number>} color The color to fill with. A 4 element array
|
| + * where each element is in the range 0 to 255.
|
| + * @return {!WebGLTexture}
|
| + */
|
| +var createColoredTexture = function(gl, width, height, color) {
|
| + var tex = gl.createTexture();
|
| + fillTexture(gl, tex, width, height, color);
|
| + return tex;
|
| +};
|
| +
|
| +/**
|
| + * Draws a previously setup quad.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {!Array.<number>} opt_color The color to fill clear with before
|
| + * drawing. A 4 element array where each element is in the range 0 to
|
| + * 255. Default [255, 255, 255, 255]
|
| + */
|
| +var drawQuad = function(gl, opt_color) {
|
| + opt_color = opt_color || [255, 255, 255, 255];
|
| + gl.clearColor(
|
| + opt_color[0] / 255,
|
| + opt_color[1] / 255,
|
| + opt_color[2] / 255,
|
| + opt_color[3] / 255);
|
| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| + gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| +};
|
| +
|
| +/**
|
| + * Checks that a portion of a canvas is 1 color.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} x left corner of region to check.
|
| + * @param {number} y bottom corner of region to check.
|
| + * @param {number} width width of region to check.
|
| + * @param {number} height width of region to check.
|
| + * @param {!Array.<number>} color The color to fill clear with before drawing. A
|
| + * 4 element array where each element is in the range 0 to 255.
|
| + * @param {string} msg Message to associate with success. Eg ("should be red").
|
| + * @param {number} errorRange Optional. Acceptable error in
|
| + * color checking. 0 by default.
|
| + */
|
| +var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange) {
|
| + errorRange = errorRange || 0;
|
| + var buf = new Uint8Array(width * height * 4);
|
| + gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| + for (var i = 0; i < width * height; ++i) {
|
| + var offset = i * 4;
|
| + for (var j = 0; j < color.length; ++j) {
|
| + if (Math.abs(buf[offset + j] - color[j]) > errorRange) {
|
| + testFailed(msg);
|
| + var was = buf[offset + 0].toString();
|
| + for (j = 1; j < color.length; ++j) {
|
| + was += "," + buf[offset + j];
|
| + }
|
| + debug('expected: ' + color + ' was ' + was);
|
| + return;
|
| + }
|
| + }
|
| + }
|
| + testPassed(msg);
|
| +};
|
| +
|
| +/**
|
| + * Checks that an entire canvas is 1 color.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {!Array.<number>} color The color to fill clear with before drawing. A
|
| + * 4 element array where each element is in the range 0 to 255.
|
| + * @param {string} msg Message to associate with success. Eg ("should be red").
|
| + * @param {number} errorRange Optional. Acceptable error in
|
| + * color checking. 0 by default.
|
| + */
|
| +var checkCanvas = function(gl, color, msg, errorRange) {
|
| + checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange);
|
| +};
|
| +
|
| +/**
|
| + * Loads a texture, calls callback when finished.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} url URL of image to load
|
| + * @param {function(!Image): void} callback Function that gets called after
|
| + * image has loaded
|
| + * @return {!WebGLTexture} The created texture.
|
| + */
|
| +var loadTexture = function(gl, url, callback) {
|
| + var texture = gl.createTexture();
|
| + gl.bindTexture(gl.TEXTURE_2D, texture);
|
| + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
| + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
| + var image = new Image();
|
| + image.onload = function() {
|
| + gl.bindTexture(gl.TEXTURE_2D, texture);
|
| + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
|
| + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
| + callback(image);
|
| + };
|
| + image.src = url;
|
| + return texture;
|
| +};
|
| +
|
| +/**
|
| + * Creates a webgl context.
|
| + * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not
|
| + * passed in one will be created.
|
| + * @return {!WebGLContext} The created context.
|
| + */
|
| +var create3DContext = function(opt_canvas, opt_attributes) {
|
| + opt_canvas = opt_canvas || document.createElement("canvas");
|
| + var context = null;
|
| + try {
|
| + context = opt_canvas.getContext("webgl", opt_attributes);
|
| + } catch(e) {}
|
| + if (!context) {
|
| + try {
|
| + context = opt_canvas.getContext("experimental-webgl", opt_attributes);
|
| + } catch(e) {}
|
| + }
|
| + if (!context) {
|
| + testFailed("Unable to fetch WebGL rendering context for Canvas");
|
| + }
|
| + return context;
|
| +}
|
| +
|
| +/**
|
| + * Gets a GLError value as a string.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} err The webgl error as retrieved from gl.getError().
|
| + * @return {string} the error as a string.
|
| + */
|
| +var getGLErrorAsString = function(gl, err) {
|
| + if (err === gl.NO_ERROR) {
|
| + return "NO_ERROR";
|
| + }
|
| + for (var name in gl) {
|
| + if (gl[name] === err) {
|
| + return name;
|
| + }
|
| + }
|
| + return err.toString();
|
| +};
|
| +
|
| +/**
|
| + * Wraps a WebGL function with a function that throws an exception if there is
|
| + * an error.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} fname Name of function to wrap.
|
| + * @return {function} The wrapped function.
|
| + */
|
| +var createGLErrorWrapper = function(context, fname) {
|
| + return function() {
|
| + var rv = context[fname].apply(context, arguments);
|
| + var err = context.getError();
|
| + if (err != 0)
|
| + throw "GL error " + getGLErrorAsString(err) + " in " + fname;
|
| + return rv;
|
| + };
|
| +};
|
| +
|
| +/**
|
| + * Creates a WebGL context where all functions are wrapped to throw an exception
|
| + * if there is an error.
|
| + * @param {!Canvas} canvas The HTML canvas to get a context from.
|
| + * @return {!Object} The wrapped context.
|
| + */
|
| +function create3DContextWithWrapperThatThrowsOnGLError(canvas) {
|
| + var context = create3DContext(canvas);
|
| + var wrap = {};
|
| + for (var i in context) {
|
| + try {
|
| + if (typeof context[i] == 'function') {
|
| + wrap[i] = createGLErrorWrapper(context, i);
|
| + } else {
|
| + wrap[i] = context[i];
|
| + }
|
| + } catch (e) {
|
| + error("createContextWrapperThatThrowsOnGLError: Error accessing " + i);
|
| + }
|
| + }
|
| + wrap.getError = function() {
|
| + return context.getError();
|
| + };
|
| + return wrap;
|
| +};
|
| +
|
| +/**
|
| + * Tests that an evaluated expression generates a specific GL error.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} glError The expected gl error.
|
| + * @param {string} evalSTr The string to evaluate.
|
| + */
|
| +var shouldGenerateGLError = function(gl, glError, evalStr) {
|
| + var exception;
|
| + try {
|
| + eval(evalStr);
|
| + } catch (e) {
|
| + exception = e;
|
| + }
|
| + if (exception) {
|
| + testFailed(evalStr + " threw exception " + exception);
|
| + } else {
|
| + var err = gl.getError();
|
| + if (err != glError) {
|
| + testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + ".");
|
| + } else {
|
| + testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glError) + ".");
|
| + }
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Tests that the first error GL returns is the specified error.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {number} glError The expected gl error.
|
| + * @param {string} opt_msg
|
| + */
|
| +var glErrorShouldBe = function(gl, glError, opt_msg) {
|
| + opt_msg = opt_msg || "";
|
| + var err = gl.getError();
|
| + if (err != glError) {
|
| + testFailed("getError expected: " + getGLErrorAsString(gl, glError) +
|
| + ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg);
|
| + } else {
|
| + testPassed("getError was expected value: " +
|
| + getGLErrorAsString(gl, glError) + " : " + opt_msg);
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Links a WebGL program, throws if there are errors.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {!WebGLProgram} program The WebGLProgram to link.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + */
|
| +var linkProgram = function(gl, program, opt_errorCallback) {
|
| + // Link the program
|
| + gl.linkProgram(program);
|
| +
|
| + // Check the link status
|
| + var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
| + if (!linked) {
|
| + // something went wrong with the link
|
| + var error = gl.getProgramInfoLog (program);
|
| +
|
| + testFailed("Error in program linking:" + error);
|
| +
|
| + gl.deleteProgram(program);
|
| + //gl.deleteProgram(fragmentShader);
|
| + //gl.deleteProgram(vertexShader);
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Sets up WebGL with shaders.
|
| + * @param {string} canvasName The id of the canvas.
|
| + * @param {string} vshader The id of the script tag that contains the vertex
|
| + * shader source.
|
| + * @param {string} fshader The id of the script tag that contains the fragment
|
| + * shader source.
|
| + * @param {!Array.<string>} attribs An array of attrib names used to bind
|
| + * attribs to the ordinal of the name in this array.
|
| + * @param {!Array.<number>} opt_clearColor The color to cla
|
| + * @return {!WebGLContext} The created WebGLContext.
|
| + */
|
| +var setupWebGLWithShaders = function(
|
| + canvasName, vshader, fshader, attribs) {
|
| + var canvas = document.getElementById(canvasName);
|
| + var gl = create3DContext(canvas);
|
| + if (!gl) {
|
| + testFailed("No WebGL context found");
|
| + }
|
| +
|
| + // create our shaders
|
| + var vertexShader = loadShaderFromScript(gl, vshader);
|
| + var fragmentShader = loadShaderFromScript(gl, fshader);
|
| +
|
| + if (!vertexShader || !fragmentShader) {
|
| + return null;
|
| + }
|
| +
|
| + // Create the program object
|
| + program = gl.createProgram();
|
| +
|
| + if (!program) {
|
| + return null;
|
| + }
|
| +
|
| + // Attach our two shaders to the program
|
| + gl.attachShader (program, vertexShader);
|
| + gl.attachShader (program, fragmentShader);
|
| +
|
| + // Bind attributes
|
| + for (var i in attribs) {
|
| + gl.bindAttribLocation (program, i, attribs[i]);
|
| + }
|
| +
|
| + linkProgram(gl, program);
|
| +
|
| + gl.useProgram(program);
|
| +
|
| + gl.clearColor(0,0,0,1);
|
| + gl.clearDepth(1);
|
| +
|
| + gl.enable(gl.DEPTH_TEST);
|
| + gl.enable(gl.BLEND);
|
| + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
| +
|
| + gl.program = program;
|
| + return gl;
|
| +};
|
| +
|
| +/**
|
| + * Loads text from an external file. This function is synchronous.
|
| + * @param {string} url The url of the external file.
|
| + * @param {!function(bool, string): void} callback that is sent a bool for
|
| + * success and the string.
|
| + */
|
| +var loadTextFileAsync = function(url, callback) {
|
| + log ("loading: " + url);
|
| + var error = 'loadTextFileSynchronous failed to load url "' + url + '"';
|
| + var request;
|
| + if (window.XMLHttpRequest) {
|
| + request = new XMLHttpRequest();
|
| + if (request.overrideMimeType) {
|
| + request.overrideMimeType('text/plain');
|
| + }
|
| + } else {
|
| + throw 'XMLHttpRequest is disabled';
|
| + }
|
| + try {
|
| + request.open('GET', url, true);
|
| + request.onreadystatechange = function() {
|
| + if (request.readyState == 4) {
|
| + var text = '';
|
| + // HTTP reports success with a 200 status. The file protocol reports
|
| + // success with zero. HTTP does not use zero as a status code (they
|
| + // start at 100).
|
| + // https://developer.mozilla.org/En/Using_XMLHttpRequest
|
| + var success = request.status == 200 || request.status == 0;
|
| + if (success) {
|
| + text = request.responseText;
|
| + }
|
| + log("loaded: " + url);
|
| + callback(success, text);
|
| + }
|
| + };
|
| + request.send(null);
|
| + } catch (e) {
|
| + log("failed to load: " + url);
|
| + callback(false, '');
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Recursively loads a file as a list. Each line is parsed for a relative
|
| + * path. If the file ends in .txt the contents of that file is inserted in
|
| + * the list.
|
| + *
|
| + * @param {string} url The url of the external file.
|
| + * @param {!function(bool, Array<string>): void} callback that is sent a bool
|
| + * for success and the array of strings.
|
| + */
|
| +var getFileListAsync = function(url, callback) {
|
| + var files = [];
|
| +
|
| + var getFileListImpl = function(url, callback) {
|
| + var files = [];
|
| + if (url.substr(url.length - 4) == '.txt') {
|
| + loadTextFileAsync(url, function() {
|
| + return function(success, text) {
|
| + if (!success) {
|
| + callback(false, '');
|
| + return;
|
| + }
|
| + var lines = text.split('\n');
|
| + var prefix = '';
|
| + var lastSlash = url.lastIndexOf('/');
|
| + if (lastSlash >= 0) {
|
| + prefix = url.substr(0, lastSlash + 1);
|
| + }
|
| + var fail = false;
|
| + var count = 1;
|
| + var index = 0;
|
| + for (var ii = 0; ii < lines.length; ++ii) {
|
| + var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
|
| + if (str.length > 4 &&
|
| + str[0] != '#' &&
|
| + str[0] != ";" &&
|
| + str.substr(0, 2) != "//") {
|
| + var names = str.split(/ +/);
|
| + new_url = prefix + str;
|
| + if (names.length == 1) {
|
| + new_url = prefix + str;
|
| + ++count;
|
| + getFileListImpl(new_url, function(index) {
|
| + return function(success, new_files) {
|
| + log("got files: " + new_files.length);
|
| + if (success) {
|
| + files[index] = new_files;
|
| + }
|
| + finish(success);
|
| + };
|
| + }(index++));
|
| + } else {
|
| + var s = "";
|
| + var p = "";
|
| + for (var jj = 0; jj < names.length; ++jj) {
|
| + s += p + prefix + names[jj];
|
| + p = " ";
|
| + }
|
| + files[index++] = s;
|
| + }
|
| + }
|
| + }
|
| + finish(true);
|
| +
|
| + function finish(success) {
|
| + if (!success) {
|
| + fail = true;
|
| + }
|
| + --count;
|
| + log("count: " + count);
|
| + if (!count) {
|
| + callback(!fail, files);
|
| + }
|
| + }
|
| + }
|
| + }());
|
| +
|
| + } else {
|
| + files.push(url);
|
| + callback(true, files);
|
| + }
|
| + };
|
| +
|
| + getFileListImpl(url, function(success, files) {
|
| + // flatten
|
| + var flat = [];
|
| + flatten(files);
|
| + function flatten(files) {
|
| + for (var ii = 0; ii < files.length; ++ii) {
|
| + var value = files[ii];
|
| + if (typeof(value) == "string") {
|
| + flat.push(value);
|
| + } else {
|
| + flatten(value);
|
| + }
|
| + }
|
| + }
|
| + callback(success, flat);
|
| + });
|
| +};
|
| +
|
| +/**
|
| + * Gets a file from a file/URL
|
| + * @param {string} file the URL of the file to get.
|
| + * @return {string} The contents of the file.
|
| + */
|
| +var readFile = function(file) {
|
| + var xhr = new XMLHttpRequest();
|
| + xhr.open("GET", file, false);
|
| + xhr.send();
|
| + return xhr.responseText.replace(/\r/g, "");
|
| +};
|
| +
|
| +var readFileList = function(url) {
|
| + var files = [];
|
| + if (url.substr(url.length - 4) == '.txt') {
|
| + var lines = readFile(url).split('\n');
|
| + var prefix = '';
|
| + var lastSlash = url.lastIndexOf('/');
|
| + if (lastSlash >= 0) {
|
| + prefix = url.substr(0, lastSlash + 1);
|
| + }
|
| + for (var ii = 0; ii < lines.length; ++ii) {
|
| + var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
|
| + if (str.length > 4 &&
|
| + str[0] != '#' &&
|
| + str[0] != ";" &&
|
| + str.substr(0, 2) != "//") {
|
| + var names = str.split(/ +/);
|
| + if (names.length == 1) {
|
| + new_url = prefix + str;
|
| + files = files.concat(readFileList(new_url));
|
| + } else {
|
| + var s = "";
|
| + var p = "";
|
| + for (var jj = 0; jj < names.length; ++jj) {
|
| + s += p + prefix + names[jj];
|
| + p = " ";
|
| + }
|
| + files.push(s);
|
| + }
|
| + }
|
| + }
|
| + } else {
|
| + files.push(url);
|
| + }
|
| + return files;
|
| +};
|
| +
|
| +/**
|
| + * Loads a shader.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} shaderSource The shader source.
|
| + * @param {number} shaderType The type of shader.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLShader} The created shader.
|
| + */
|
| +var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) {
|
| + var errFn = opt_errorCallback || error;
|
| + // Create the shader object
|
| + var shader = gl.createShader(shaderType);
|
| + if (shader == null) {
|
| + errFn("*** Error: unable to create shader '"+shaderSource+"'");
|
| + return null;
|
| + }
|
| +
|
| + // Load the shader source
|
| + gl.shaderSource(shader, shaderSource);
|
| + var err = gl.getError();
|
| + if (err != gl.NO_ERROR) {
|
| + errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err));
|
| + return null;
|
| + }
|
| +
|
| + // Compile the shader
|
| + gl.compileShader(shader);
|
| +
|
| + // Check the compile status
|
| + var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
| + if (!compiled) {
|
| + // Something went wrong during compilation; get the error
|
| + lastError = gl.getShaderInfoLog(shader);
|
| + errFn("*** Error compiling shader '" + shader + "':" + lastError);
|
| + gl.deleteShader(shader);
|
| + return null;
|
| + }
|
| +
|
| + return shader;
|
| +}
|
| +
|
| +/**
|
| + * Loads a shader from a URL.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {file} file The URL of the shader source.
|
| + * @param {number} type The type of shader.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLShader} The created shader.
|
| + */
|
| +var loadShaderFromFile = function(gl, file, type, opt_errorCallback) {
|
| + var shaderSource = readFile(file);
|
| + return loadShader(gl, shaderSource, type, opt_errorCallback);
|
| +};
|
| +
|
| +/**
|
| + * Loads a shader from a script tag.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} scriptId The id of the script tag.
|
| + * @param {number} opt_shaderType The type of shader. If not passed in it will
|
| + * be derived from the type of the script tag.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLShader} The created shader.
|
| + */
|
| +var loadShaderFromScript = function(
|
| + gl, scriptId, opt_shaderType, opt_errorCallback) {
|
| + var shaderSource = "";
|
| + var shaderType;
|
| + var shaderScript = document.getElementById(scriptId);
|
| + if (!shaderScript) {
|
| + throw("*** Error: unknown script element" + scriptId);
|
| + }
|
| + shaderSource = shaderScript.text;
|
| +
|
| + if (!opt_shaderType) {
|
| + if (shaderScript.type == "x-shader/x-vertex") {
|
| + shaderType = gl.VERTEX_SHADER;
|
| + } else if (shaderScript.type == "x-shader/x-fragment") {
|
| + shaderType = gl.FRAGMENT_SHADER;
|
| + } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
|
| + throw("*** Error: unknown shader type");
|
| + return null;
|
| + }
|
| + }
|
| +
|
| + return loadShader(
|
| + gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
|
| + opt_errorCallback);
|
| +};
|
| +
|
| +var loadStandardProgram = function(gl) {
|
| + var program = gl.createProgram();
|
| + gl.attachShader(program, loadStandardVertexShader(gl));
|
| + gl.attachShader(program, loadStandardFragmentShader(gl));
|
| + linkProgram(gl, program);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Loads shaders from files, creates a program, attaches the shaders and links.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} vertexShaderPath The URL of the vertex shader.
|
| + * @param {string} fragmentShaderPath The URL of the fragment shader.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLProgram} The created program.
|
| + */
|
| +var loadProgramFromFile = function(
|
| + gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) {
|
| + var program = gl.createProgram();
|
| + gl.attachShader(
|
| + program,
|
| + loadShaderFromFile(
|
| + gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback));
|
| + gl.attachShader(
|
| + program,
|
| + loadShaderFromFile(
|
| + gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback));
|
| + linkProgram(gl, program, opt_errorCallback);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Loads shaders from script tags, creates a program, attaches the shaders and
|
| + * links.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} vertexScriptId The id of the script tag that contains the
|
| + * vertex shader.
|
| + * @param {string} fragmentScriptId The id of the script tag that contains the
|
| + * fragment shader.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLProgram} The created program.
|
| + */
|
| +var loadProgramFromScript = function loadProgramFromScript(
|
| + gl, vertexScriptId, fragmentScriptId, opt_errorCallback) {
|
| + var program = gl.createProgram();
|
| + gl.attachShader(
|
| + program,
|
| + loadShaderFromScript(
|
| + gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback));
|
| + gl.attachShader(
|
| + program,
|
| + loadShaderFromScript(
|
| + gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback));
|
| + linkProgram(gl, program, opt_errorCallback);
|
| + return program;
|
| +};
|
| +
|
| +/**
|
| + * Loads shaders from source, creates a program, attaches the shaders and
|
| + * links.
|
| + * @param {!WebGLContext} gl The WebGLContext to use.
|
| + * @param {string} vertexShader The vertex shader.
|
| + * @param {string} fragmentShader The fragment shader.
|
| + * @param {function(string): void) opt_errorCallback callback for errors.
|
| + * @return {!WebGLProgram} The created program.
|
| + */
|
| +var loadProgram = function(
|
| + gl, vertexShader, fragmentShader, opt_errorCallback) {
|
| + var program = gl.createProgram();
|
| + gl.attachShader(
|
| + program,
|
| + loadShader(
|
| + gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback));
|
| + gl.attachShader(
|
| + program,
|
| + loadShader(
|
| + gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback));
|
| + linkProgram(gl, program, opt_errorCallback);
|
| + return program;
|
| +};
|
| +
|
| +var basePath;
|
| +var getBasePath = function() {
|
| + if (!basePath) {
|
| + var expectedBase = "webgl-test-utils.js";
|
| + var scripts = document.getElementsByTagName('script');
|
| + for (var script, i = 0; script = scripts[i]; i++) {
|
| + var src = script.src;
|
| + var l = src.length;
|
| + if (src.substr(l - expectedBase.length) == expectedBase) {
|
| + basePath = src.substr(0, l - expectedBase.length);
|
| + }
|
| + }
|
| + }
|
| + return basePath;
|
| +};
|
| +
|
| +var loadStandardVertexShader = function(gl) {
|
| + return loadShaderFromFile(
|
| + gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER);
|
| +};
|
| +
|
| +var loadStandardFragmentShader = function(gl) {
|
| + return loadShaderFromFile(
|
| + gl, getBasePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER);
|
| +};
|
| +
|
| +/**
|
| + * Loads an image asynchronously.
|
| + * @param {string} url URL of image to load.
|
| + * @param {!function(!Element): void} callback Function to call
|
| + * with loaded image.
|
| + */
|
| +var loadImageAsync = function(url, callback) {
|
| + var img = document.createElement('img');
|
| + img.onload = function() {
|
| + callback(img);
|
| + };
|
| + img.src = url;
|
| +};
|
| +
|
| +/**
|
| + * Loads an array of images.
|
| + * @param {!Array.<string>} urls URLs of images to load.
|
| + * @param {!function(!{string, img}): void} callback. Callback
|
| + * that gets passed map of urls to img tags.
|
| + */
|
| +var loadImagesAsync = function(urls, callback) {
|
| + var count = 1;
|
| + var images = { };
|
| + function countDown() {
|
| + --count;
|
| + if (count == 0) {
|
| + callback(images);
|
| + }
|
| + }
|
| + function imageLoaded(url) {
|
| + return function(img) {
|
| + images[url] = img;
|
| + countDown();
|
| + }
|
| + }
|
| + for (var ii = 0; ii < urls.length; ++ii) {
|
| + ++count;
|
| + loadImageAsync(urls[ii], imageLoaded(urls[ii]));
|
| + }
|
| + countDown();
|
| +};
|
| +
|
| +var getUrlArguments = function() {
|
| + var args = {};
|
| + try {
|
| + var s = window.location.href;
|
| + var q = s.indexOf("?");
|
| + var e = s.indexOf("#");
|
| + if (e < 0) {
|
| + e = s.length;
|
| + }
|
| + var query = s.substring(q + 1, e);
|
| + var pairs = query.split("&");
|
| + for (var ii = 0; ii < pairs.length; ++ii) {
|
| + var keyValue = pairs[ii].split("=");
|
| + var key = keyValue[0];
|
| + var value = decodeURIComponent(keyValue[1]);
|
| + args[key] = value;
|
| + }
|
| + } catch (e) {
|
| + throw "could not parse url";
|
| + }
|
| + return args;
|
| +};
|
| +
|
| +return {
|
| + create3DContext: create3DContext,
|
| + create3DContextWithWrapperThatThrowsOnGLError:
|
| + create3DContextWithWrapperThatThrowsOnGLError,
|
| + checkCanvas: checkCanvas,
|
| + checkCanvasRect: checkCanvasRect,
|
| + createColoredTexture: createColoredTexture,
|
| + drawQuad: drawQuad,
|
| + endsWith: endsWith,
|
| + getFileListAsync: getFileListAsync,
|
| + getLastError: getLastError,
|
| + getUrlArguments: getUrlArguments,
|
| + glEnumToString: glEnumToString,
|
| + glErrorShouldBe: glErrorShouldBe,
|
| + fillTexture: fillTexture,
|
| + loadImageAsync: loadImageAsync,
|
| + loadImagesAsync: loadImagesAsync,
|
| + loadProgram: loadProgram,
|
| + loadProgramFromFile: loadProgramFromFile,
|
| + loadProgramFromScript: loadProgramFromScript,
|
| + loadShader: loadShader,
|
| + loadShaderFromFile: loadShaderFromFile,
|
| + loadShaderFromScript: loadShaderFromScript,
|
| + loadStandardProgram: loadStandardProgram,
|
| + loadStandardVertexShader: loadStandardVertexShader,
|
| + loadStandardFragmentShader: loadStandardFragmentShader,
|
| + loadTextFileAsync: loadTextFileAsync,
|
| + loadTexture: loadTexture,
|
| + log: log,
|
| + loggingOff: loggingOff,
|
| + error: error,
|
| + setupProgram: setupProgram,
|
| + setupQuad: setupQuad,
|
| + setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader,
|
| + setupSimpleTextureProgram: setupSimpleTextureProgram,
|
| + setupSimpleTextureVertexShader: setupSimpleTextureVertexShader,
|
| + setupTexturedQuad: setupTexturedQuad,
|
| + setupUnitQuad: setupUnitQuad,
|
| + setupWebGLWithShaders: setupWebGLWithShaders,
|
| + startsWith: startsWith,
|
| + shouldGenerateGLError: shouldGenerateGLError,
|
| + readFile: readFile,
|
| + readFileList: readFileList,
|
| +
|
| + none: false
|
| +};
|
| +
|
| +}());
|
| +
|
| +
|
|
|
| Property changes on: conformance/resources/webgl-test-utils.js
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
|
|
|
|
|