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 |