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| 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 WebGLTestUtils = (function() { | |
| 6 | |
| 7 /** | |
| 8 * Wrapped logging function. | |
| 9 * @param {string} msg The message to log. | |
| 10 */ | |
| 11 var log = function(msg) { | |
| 12 if (window.console && window.console.log) { | |
| 13 window.console.log(msg); | |
| 14 } | |
| 15 }; | |
| 16 | |
| 17 /** | |
| 18 * Wrapped logging function. | |
| 19 * @param {string} msg The message to log. | |
| 20 */ | |
| 21 var error = function(msg) { | |
| 22 if (window.console) { | |
| 23 if (window.console.error) { | |
| 24 window.console.error(msg); | |
| 25 } | |
| 26 else if (window.console.log) { | |
| 27 window.console.log(msg); | |
| 28 } | |
| 29 } | |
| 30 }; | |
| 31 | |
| 32 /** | |
| 33 * Turn off all logging. | |
| 34 */ | |
| 35 var loggingOff = function() { | |
| 36 log = function() {}; | |
| 37 error = function() {}; | |
| 38 }; | |
| 39 | |
| 40 /** | |
| 41 * Converts a WebGL enum to a string | |
| 42 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 43 * @param {number} value The enum value. | |
| 44 * @return {string} The enum as a string. | |
| 45 */ | |
| 46 var glEnumToString = function(gl, value) { | |
| 47 for (var p in gl) { | |
| 48 if (gl[p] == value) { | |
| 49 return p; | |
| 50 } | |
| 51 } | |
| 52 return "0x" + value.toString(16); | |
| 53 }; | |
| 54 | |
| 55 var lastError = ""; | |
| 56 | |
| 57 /** | |
| 58 * Returns the last compiler/linker error. | |
| 59 * @return {string} The last compiler/linker error. | |
| 60 */ | |
| 61 var getLastError = function() { | |
| 62 return lastError; | |
| 63 }; | |
| 64 | |
| 65 /** | |
| 66 * Whether a haystack ends with a needle. | |
| 67 * @param {string} haystack String to search | |
| 68 * @param {string} needle String to search for. | |
| 69 * @param {boolean} True if haystack ends with needle. | |
| 70 */ | |
| 71 var endsWith = function(haystack, needle) { | |
| 72 return haystack.substr(haystack.length - needle.length) === needle; | |
| 73 }; | |
| 74 | |
| 75 /** | |
| 76 * Whether a haystack starts with a needle. | |
| 77 * @param {string} haystack String to search | |
| 78 * @param {string} needle String to search for. | |
| 79 * @param {boolean} True if haystack starts with needle. | |
| 80 */ | |
| 81 var startsWith = function(haystack, needle) { | |
| 82 return haystack.substr(0, needle.length) === needle; | |
| 83 }; | |
| 84 | |
| 85 /** | |
| 86 * A vertex shader for a single texture. | |
| 87 * @type {string} | |
| 88 */ | |
| 89 var simpleTextureVertexShader = '' + | |
| 90 'attribute vec4 vPosition;\n' + | |
| 91 'attribute vec2 texCoord0;\n' + | |
| 92 'varying vec2 texCoord;\n' + | |
| 93 'void main() {\n' + | |
| 94 ' gl_Position = vPosition;\n' + | |
| 95 ' texCoord = texCoord0;\n' + | |
| 96 '}\n'; | |
| 97 | |
| 98 /** | |
| 99 * A fragment shader for a single texture. | |
| 100 * @type {string} | |
| 101 */ | |
| 102 var simpleTextureFragmentShader = '' + | |
| 103 'precision mediump float;\n' + | |
| 104 'uniform sampler2D tex;\n' + | |
| 105 'varying vec2 texCoord;\n' + | |
| 106 'void main() {\n' + | |
| 107 ' gl_FragData[0] = texture2D(tex, texCoord);\n' + | |
| 108 '}\n'; | |
| 109 | |
| 110 /** | |
| 111 * Creates a simple texture vertex shader. | |
| 112 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 113 * @return {!WebGLShader} | |
| 114 */ | |
| 115 var setupSimpleTextureVertexShader = function(gl) { | |
| 116 return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); | |
| 117 }; | |
| 118 | |
| 119 /** | |
| 120 * Creates a simple texture fragment shader. | |
| 121 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 122 * @return {!WebGLShader} | |
| 123 */ | |
| 124 var setupSimpleTextureFragmentShader = function(gl) { | |
| 125 return loadShader( | |
| 126 gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); | |
| 127 }; | |
| 128 | |
| 129 /** | |
| 130 * Creates a program, attaches shaders, binds attrib locations, links the | |
| 131 * program and calls useProgram. | |
| 132 * @param {!Array.<!WebGLShader>} shaders The shaders to attach . | |
| 133 * @param {!Array.<string>} opt_attribs The attribs names. | |
| 134 * @param {!Array.<number>} opt_locations The locations for the attribs. | |
| 135 */ | |
| 136 var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { | |
| 137 var program = gl.createProgram(); | |
| 138 for (var ii = 0; ii < shaders.length; ++ii) { | |
| 139 gl.attachShader(program, shaders[ii]); | |
| 140 } | |
| 141 if (opt_attribs) { | |
| 142 for (var ii = 0; ii < opt_attribs.length; ++ii) { | |
| 143 gl.bindAttribLocation( | |
| 144 program, | |
| 145 opt_locations ? opt_locations[ii] : ii, | |
| 146 opt_attribs[ii]); | |
| 147 } | |
| 148 } | |
| 149 gl.linkProgram(program); | |
| 150 | |
| 151 // Check the link status | |
| 152 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); | |
| 153 if (!linked) { | |
| 154 // something went wrong with the link | |
| 155 lastError = gl.getProgramInfoLog (program); | |
| 156 error("Error in program linking:" + lastError); | |
| 157 | |
| 158 gl.deleteProgram(program); | |
| 159 return null; | |
| 160 } | |
| 161 | |
| 162 gl.useProgram(program); | |
| 163 return program; | |
| 164 }; | |
| 165 | |
| 166 /** | |
| 167 * Creates a simple texture program. | |
| 168 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 169 * @param {number} opt_positionLocation The attrib location for position. | |
| 170 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
| 171 * @return {WebGLProgram} | |
| 172 */ | |
| 173 var setupSimpleTextureProgram = function( | |
| 174 gl, opt_positionLocation, opt_texcoordLocation) { | |
| 175 opt_positionLocation = opt_positionLocation || 0; | |
| 176 opt_texcoordLocation = opt_texcoordLocation || 1; | |
| 177 var vs = setupSimpleTextureVertexShader(gl); | |
| 178 var fs = setupSimpleTextureFragmentShader(gl); | |
| 179 if (!vs || !fs) { | |
| 180 return null; | |
| 181 } | |
| 182 var program = setupProgram( | |
| 183 gl, | |
| 184 [vs, fs], | |
| 185 ['vPosition', 'texCoord0'], | |
| 186 [opt_positionLocation, opt_texcoordLocation]); | |
| 187 if (!program) { | |
| 188 gl.deleteShader(fs); | |
| 189 gl.deleteShader(vs); | |
| 190 } | |
| 191 gl.useProgram(program); | |
| 192 return program; | |
| 193 }; | |
| 194 | |
| 195 /** | |
| 196 * Creates buffers for a textured unit quad and attaches them to vertex attribs. | |
| 197 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 198 * @param {number} opt_positionLocation The attrib location for position. | |
| 199 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
| 200 * @return {!Array.<WebGLBuffer>} The buffer objects that were | |
| 201 * created. | |
| 202 */ | |
| 203 var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { | |
| 204 opt_positionLocation = opt_positionLocation || 0; | |
| 205 opt_texcoordLocation = opt_texcoordLocation || 1; | |
| 206 var objects = []; | |
| 207 | |
| 208 var vertexObject = gl.createBuffer(); | |
| 209 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 210 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 211 1.0, 1.0, 0.0, | |
| 212 -1.0, 1.0, 0.0, | |
| 213 -1.0, -1.0, 0.0, | |
| 214 1.0, 1.0, 0.0, | |
| 215 -1.0, -1.0, 0.0, | |
| 216 1.0, -1.0, 0.0]), gl.STATIC_DRAW); | |
| 217 gl.enableVertexAttribArray(opt_positionLocation); | |
| 218 gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); | |
| 219 objects.push(vertexObject); | |
| 220 | |
| 221 var vertexObject = gl.createBuffer(); | |
| 222 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 223 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 224 1.0, 1.0, | |
| 225 0.0, 1.0, | |
| 226 0.0, 0.0, | |
| 227 1.0, 1.0, | |
| 228 0.0, 0.0, | |
| 229 1.0, 0.0]), gl.STATIC_DRAW); | |
| 230 gl.enableVertexAttribArray(opt_texcoordLocation); | |
| 231 gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); | |
| 232 objects.push(vertexObject); | |
| 233 return objects; | |
| 234 }; | |
| 235 | |
| 236 /** | |
| 237 * Creates a program and buffers for rendering a textured quad. | |
| 238 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 239 * @param {number} opt_positionLocation The attrib location for position. | |
| 240 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
| 241 * @return {!WebGLProgram} | |
| 242 */ | |
| 243 var setupTexturedQuad = function( | |
| 244 gl, opt_positionLocation, opt_texcoordLocation) { | |
| 245 var program = setupSimpleTextureProgram( | |
| 246 gl, opt_positionLocation, opt_texcoordLocation); | |
| 247 setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); | |
| 248 return program; | |
| 249 }; | |
| 250 | |
| 251 /** | |
| 252 * Fills the given texture with a solid color | |
| 253 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 254 * @param {!WebGLTexture} tex The texture to fill. | |
| 255 * @param {number} width The width of the texture to create. | |
| 256 * @param {number} height The height of the texture to create. | |
| 257 * @param {!Array.<number>} color The color to fill with. A 4 element array | |
| 258 * where each element is in the range 0 to 255. | |
| 259 * @param {number} opt_level The level of the texture to fill. Default = 0. | |
| 260 */ | |
| 261 var fillTexture = function(gl, tex, width, height, color, opt_level) { | |
| 262 opt_level = opt_level || 0; | |
| 263 var numPixels = width * height; | |
| 264 var size = numPixels * 4; | |
| 265 var buf = new Uint8Array(size); | |
| 266 for (var ii = 0; ii < numPixels; ++ii) { | |
| 267 var off = ii * 4; | |
| 268 buf[off + 0] = color[0]; | |
| 269 buf[off + 1] = color[1]; | |
| 270 buf[off + 2] = color[2]; | |
| 271 buf[off + 3] = color[3]; | |
| 272 } | |
| 273 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 274 gl.texImage2D( | |
| 275 gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, | |
| 276 gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 277 }; | |
| 278 | |
| 279 /** | |
| 280 * Creates a textures and fills it with a solid color | |
| 281 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 282 * @param {number} width The width of the texture to create. | |
| 283 * @param {number} height The height of the texture to create. | |
| 284 * @param {!Array.<number>} color The color to fill with. A 4 element array | |
| 285 * where each element is in the range 0 to 255. | |
| 286 * @return {!WebGLTexture} | |
| 287 */ | |
| 288 var createColoredTexture = function(gl, width, height, color) { | |
| 289 var tex = gl.createTexture(); | |
| 290 fillTexture(gl, tex, width, height, color); | |
| 291 return tex; | |
| 292 }; | |
| 293 | |
| 294 /** | |
| 295 * Draws a previously setup quad. | |
| 296 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 297 * @param {!Array.<number>} opt_color The color to fill clear with before | |
| 298 * drawing. A 4 element array where each element is in the range 0 to | |
| 299 * 255. Default [255, 255, 255, 255] | |
| 300 */ | |
| 301 var drawQuad = function(gl, opt_color) { | |
| 302 opt_color = opt_color || [255, 255, 255, 255]; | |
| 303 gl.clearColor( | |
| 304 opt_color[0] / 255, | |
| 305 opt_color[1] / 255, | |
| 306 opt_color[2] / 255, | |
| 307 opt_color[3] / 255); | |
| 308 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 309 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 310 }; | |
| 311 | |
| 312 /** | |
| 313 * Checks that a portion of a canvas is 1 color. | |
| 314 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 315 * @param {number} x left corner of region to check. | |
| 316 * @param {number} y bottom corner of region to check. | |
| 317 * @param {number} width width of region to check. | |
| 318 * @param {number} height width of region to check. | |
| 319 * @param {!Array.<number>} color The color to fill clear with before drawing. A | |
| 320 * 4 element array where each element is in the range 0 to 255. | |
| 321 * @param {string} msg Message to associate with success. Eg ("should be red"). | |
| 322 * @param {number} errorRange Optional. Acceptable error in | |
| 323 * color checking. 0 by default. | |
| 324 */ | |
| 325 var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange)
{ | |
| 326 errorRange = errorRange || 0; | |
| 327 var buf = new Uint8Array(width * height * 4); | |
| 328 gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 329 for (var i = 0; i < width * height; ++i) { | |
| 330 var offset = i * 4; | |
| 331 for (var j = 0; j < color.length; ++j) { | |
| 332 if (Math.abs(buf[offset + j] - color[j]) > errorRange) { | |
| 333 testFailed(msg); | |
| 334 var was = buf[offset + 0].toString(); | |
| 335 for (j = 1; j < color.length; ++j) { | |
| 336 was += "," + buf[offset + j]; | |
| 337 } | |
| 338 debug('expected: ' + color + ' was ' + was); | |
| 339 return; | |
| 340 } | |
| 341 } | |
| 342 } | |
| 343 testPassed(msg); | |
| 344 }; | |
| 345 | |
| 346 /** | |
| 347 * Checks that an entire canvas is 1 color. | |
| 348 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 349 * @param {!Array.<number>} color The color to fill clear with before drawing. A | |
| 350 * 4 element array where each element is in the range 0 to 255. | |
| 351 * @param {string} msg Message to associate with success. Eg ("should be red"). | |
| 352 * @param {number} errorRange Optional. Acceptable error in | |
| 353 * color checking. 0 by default. | |
| 354 */ | |
| 355 var checkCanvas = function(gl, color, msg, errorRange) { | |
| 356 checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, error
Range); | |
| 357 }; | |
| 358 | |
| 359 /** | |
| 360 * Loads a texture, calls callback when finished. | |
| 361 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 362 * @param {string} url URL of image to load | |
| 363 * @param {function(!Image): void} callback Function that gets called after | |
| 364 * image has loaded | |
| 365 * @return {!WebGLTexture} The created texture. | |
| 366 */ | |
| 367 var loadTexture = function(gl, url, callback) { | |
| 368 var texture = gl.createTexture(); | |
| 369 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 370 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 371 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 372 var image = new Image(); | |
| 373 image.onload = function() { | |
| 374 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 375 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); | |
| 376 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imag
e); | |
| 377 callback(image); | |
| 378 }; | |
| 379 image.src = url; | |
| 380 return texture; | |
| 381 }; | |
| 382 | |
| 383 /** | |
| 384 * Creates a webgl context. | |
| 385 * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not | |
| 386 * passed in one will be created. | |
| 387 * @return {!WebGLContext} The created context. | |
| 388 */ | |
| 389 var create3DContext = function(opt_canvas, opt_attributes) { | |
| 390 opt_canvas = opt_canvas || document.createElement("canvas"); | |
| 391 var context = null; | |
| 392 try { | |
| 393 context = opt_canvas.getContext("webgl", opt_attributes); | |
| 394 } catch(e) {} | |
| 395 if (!context) { | |
| 396 try { | |
| 397 context = opt_canvas.getContext("experimental-webgl", opt_attributes); | |
| 398 } catch(e) {} | |
| 399 } | |
| 400 if (!context) { | |
| 401 testFailed("Unable to fetch WebGL rendering context for Canvas"); | |
| 402 } | |
| 403 return context; | |
| 404 } | |
| 405 | |
| 406 /** | |
| 407 * Gets a GLError value as a string. | |
| 408 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 409 * @param {number} err The webgl error as retrieved from gl.getError(). | |
| 410 * @return {string} the error as a string. | |
| 411 */ | |
| 412 var getGLErrorAsString = function(gl, err) { | |
| 413 if (err === gl.NO_ERROR) { | |
| 414 return "NO_ERROR"; | |
| 415 } | |
| 416 for (var name in gl) { | |
| 417 if (gl[name] === err) { | |
| 418 return name; | |
| 419 } | |
| 420 } | |
| 421 return err.toString(); | |
| 422 }; | |
| 423 | |
| 424 /** | |
| 425 * Wraps a WebGL function with a function that throws an exception if there is | |
| 426 * an error. | |
| 427 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 428 * @param {string} fname Name of function to wrap. | |
| 429 * @return {function} The wrapped function. | |
| 430 */ | |
| 431 var createGLErrorWrapper = function(context, fname) { | |
| 432 return function() { | |
| 433 var rv = context[fname].apply(context, arguments); | |
| 434 var err = context.getError(); | |
| 435 if (err != 0) | |
| 436 throw "GL error " + getGLErrorAsString(err) + " in " + fname; | |
| 437 return rv; | |
| 438 }; | |
| 439 }; | |
| 440 | |
| 441 /** | |
| 442 * Creates a WebGL context where all functions are wrapped to throw an exception | |
| 443 * if there is an error. | |
| 444 * @param {!Canvas} canvas The HTML canvas to get a context from. | |
| 445 * @return {!Object} The wrapped context. | |
| 446 */ | |
| 447 function create3DContextWithWrapperThatThrowsOnGLError(canvas) { | |
| 448 var context = create3DContext(canvas); | |
| 449 var wrap = {}; | |
| 450 for (var i in context) { | |
| 451 try { | |
| 452 if (typeof context[i] == 'function') { | |
| 453 wrap[i] = createGLErrorWrapper(context, i); | |
| 454 } else { | |
| 455 wrap[i] = context[i]; | |
| 456 } | |
| 457 } catch (e) { | |
| 458 error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); | |
| 459 } | |
| 460 } | |
| 461 wrap.getError = function() { | |
| 462 return context.getError(); | |
| 463 }; | |
| 464 return wrap; | |
| 465 }; | |
| 466 | |
| 467 /** | |
| 468 * Tests that an evaluated expression generates a specific GL error. | |
| 469 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 470 * @param {number} glError The expected gl error. | |
| 471 * @param {string} evalSTr The string to evaluate. | |
| 472 */ | |
| 473 var shouldGenerateGLError = function(gl, glError, evalStr) { | |
| 474 var exception; | |
| 475 try { | |
| 476 eval(evalStr); | |
| 477 } catch (e) { | |
| 478 exception = e; | |
| 479 } | |
| 480 if (exception) { | |
| 481 testFailed(evalStr + " threw exception " + exception); | |
| 482 } else { | |
| 483 var err = gl.getError(); | |
| 484 if (err != glError) { | |
| 485 testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ".
Was " + getGLErrorAsString(gl, err) + "."); | |
| 486 } else { | |
| 487 testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glEr
ror) + "."); | |
| 488 } | |
| 489 } | |
| 490 }; | |
| 491 | |
| 492 /** | |
| 493 * Tests that the first error GL returns is the specified error. | |
| 494 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 495 * @param {number} glError The expected gl error. | |
| 496 * @param {string} opt_msg | |
| 497 */ | |
| 498 var glErrorShouldBe = function(gl, glError, opt_msg) { | |
| 499 opt_msg = opt_msg || ""; | |
| 500 var err = gl.getError(); | |
| 501 if (err != glError) { | |
| 502 testFailed("getError expected: " + getGLErrorAsString(gl, glError) + | |
| 503 ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); | |
| 504 } else { | |
| 505 testPassed("getError was expected value: " + | |
| 506 getGLErrorAsString(gl, glError) + " : " + opt_msg); | |
| 507 } | |
| 508 }; | |
| 509 | |
| 510 /** | |
| 511 * Links a WebGL program, throws if there are errors. | |
| 512 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 513 * @param {!WebGLProgram} program The WebGLProgram to link. | |
| 514 */ | |
| 515 var linkProgram = function(gl, program) { | |
| 516 // Link the program | |
| 517 gl.linkProgram(program); | |
| 518 | |
| 519 // Check the link status | |
| 520 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); | |
| 521 if (!linked) { | |
| 522 // something went wrong with the link | |
| 523 var error = gl.getProgramInfoLog (program); | |
| 524 | |
| 525 testFailed("Error in program linking:" + error); | |
| 526 | |
| 527 gl.deleteProgram(program); | |
| 528 gl.deleteProgram(fragmentShader); | |
| 529 gl.deleteProgram(vertexShader); | |
| 530 } | |
| 531 }; | |
| 532 | |
| 533 /** | |
| 534 * Sets up WebGL with shaders. | |
| 535 * @param {string} canvasName The id of the canvas. | |
| 536 * @param {string} vshader The id of the script tag that contains the vertex | |
| 537 * shader source. | |
| 538 * @param {string} fshader The id of the script tag that contains the fragment | |
| 539 * shader source. | |
| 540 * @param {!Array.<string>} attribs An array of attrib names used to bind | |
| 541 * attribs to the ordinal of the name in this array. | |
| 542 * @param {!Array.<number>} opt_clearColor The color to cla | |
| 543 * @return {!WebGLContext} The created WebGLContext. | |
| 544 */ | |
| 545 var setupWebGLWithShaders = function( | |
| 546 canvasName, vshader, fshader, attribs) { | |
| 547 var canvas = document.getElementById(canvasName); | |
| 548 var gl = create3DContext(canvas); | |
| 549 if (!gl) { | |
| 550 testFailed("No WebGL context found"); | |
| 551 } | |
| 552 | |
| 553 // create our shaders | |
| 554 var vertexShader = loadShaderFromScript(gl, vshader); | |
| 555 var fragmentShader = loadShaderFromScript(gl, fshader); | |
| 556 | |
| 557 if (!vertexShader || !fragmentShader) { | |
| 558 return null; | |
| 559 } | |
| 560 | |
| 561 // Create the program object | |
| 562 program = gl.createProgram(); | |
| 563 | |
| 564 if (!program) { | |
| 565 return null; | |
| 566 } | |
| 567 | |
| 568 // Attach our two shaders to the program | |
| 569 gl.attachShader (program, vertexShader); | |
| 570 gl.attachShader (program, fragmentShader); | |
| 571 | |
| 572 // Bind attributes | |
| 573 for (var i in attribs) { | |
| 574 gl.bindAttribLocation (program, i, attribs[i]); | |
| 575 } | |
| 576 | |
| 577 linkProgram(gl, program); | |
| 578 | |
| 579 gl.useProgram(program); | |
| 580 | |
| 581 gl.clearColor(0,0,0,1); | |
| 582 gl.clearDepth(1); | |
| 583 | |
| 584 gl.enable(gl.DEPTH_TEST); | |
| 585 gl.enable(gl.BLEND); | |
| 586 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | |
| 587 | |
| 588 gl.program = program; | |
| 589 return gl; | |
| 590 }; | |
| 591 | |
| 592 /** | |
| 593 * Gets a file from a file/URL | |
| 594 * @param {string} file the URL of the file to get. | |
| 595 * @return {string} The contents of the file. | |
| 596 */ | |
| 597 var readFile = function(file) { | |
| 598 var xhr = new XMLHttpRequest(); | |
| 599 xhr.open("GET", file, false); | |
| 600 xhr.send(); | |
| 601 return xhr.responseText.replace(/\r/g, ""); | |
| 602 }; | |
| 603 | |
| 604 /** | |
| 605 * Gets a file from a URL and parses it for filenames. IF a file name ends | |
| 606 * in .txt recursively reads that file and adds it to the list. | |
| 607 */ | |
| 608 var readFileList = function(url) { | |
| 609 var files = []; | |
| 610 if (url.substr(url.length - 4) == '.txt') { | |
| 611 var lines = readFile(url).split('\n'); | |
| 612 var prefix = ''; | |
| 613 var lastSlash = url.lastIndexOf('/'); | |
| 614 if (lastSlash >= 0) { | |
| 615 prefix = url.substr(0, lastSlash + 1); | |
| 616 } | |
| 617 for (var ii = 0; ii < lines.length; ++ii) { | |
| 618 var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); | |
| 619 if (str.length > 4 && | |
| 620 str[0] != '#' && | |
| 621 str[0] != ";" && | |
| 622 str.substr(0, 2) != "//") { | |
| 623 var names = str.split(/ +/); | |
| 624 if (names.length == 1) { | |
| 625 new_url = prefix + str; | |
| 626 files = files.concat(readFileList(new_url)); | |
| 627 } else { | |
| 628 var s = ""; | |
| 629 var p = ""; | |
| 630 for (var jj = 0; jj < names.length; ++jj) { | |
| 631 s += p + prefix + names[jj]; | |
| 632 p = " "; | |
| 633 } | |
| 634 files.push(s); | |
| 635 } | |
| 636 } | |
| 637 } | |
| 638 } else { | |
| 639 files.push(url); | |
| 640 } | |
| 641 return files; | |
| 642 }; | |
| 643 | |
| 644 /** | |
| 645 * Loads a shader. | |
| 646 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 647 * @param {string} shaderSource The shader source. | |
| 648 * @param {number} shaderType The type of shader. | |
| 649 * @return {!WebGLShader} The created shader. | |
| 650 */ | |
| 651 var loadShader = function(gl, shaderSource, shaderType) { | |
| 652 // Create the shader object | |
| 653 var shader = gl.createShader(shaderType); | |
| 654 if (shader == null) { | |
| 655 error("*** Error: unable to create shader '"+shaderSource+"'"); | |
| 656 return null; | |
| 657 } | |
| 658 | |
| 659 // Load the shader source | |
| 660 gl.shaderSource(shader, shaderSource); | |
| 661 var err = gl.getError(); | |
| 662 if (err != gl.NO_ERROR) { | |
| 663 error("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)
); | |
| 664 return null; | |
| 665 } | |
| 666 | |
| 667 // Compile the shader | |
| 668 gl.compileShader(shader); | |
| 669 | |
| 670 // Check the compile status | |
| 671 var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); | |
| 672 if (!compiled) { | |
| 673 // Something went wrong during compilation; get the error | |
| 674 lastError = gl.getShaderInfoLog(shader); | |
| 675 error("*** Error compiling shader '" + shader + "':" + lastError); | |
| 676 gl.deleteShader(shader); | |
| 677 return null; | |
| 678 } | |
| 679 | |
| 680 return shader; | |
| 681 } | |
| 682 | |
| 683 /** | |
| 684 * Loads a shader from a URL. | |
| 685 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 686 * @param {file} file The URL of the shader source. | |
| 687 * @param {number} type The type of shader. | |
| 688 * @return {!WebGLShader} The created shader. | |
| 689 */ | |
| 690 var loadShaderFromFile = function(gl, file, type) { | |
| 691 var shaderSource = readFile(file); | |
| 692 return loadShader(gl, shaderSource, type); | |
| 693 }; | |
| 694 | |
| 695 /** | |
| 696 * Loads a shader from a script tag. | |
| 697 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 698 * @param {string} scriptId The id of the script tag. | |
| 699 * @param {number} opt_shaderType The type of shader. If not passed in it will | |
| 700 * be derived from the type of the script tag. | |
| 701 * @return {!WebGLShader} The created shader. | |
| 702 */ | |
| 703 var loadShaderFromScript = function(gl, scriptId, opt_shaderType) { | |
| 704 var shaderSource = ""; | |
| 705 var shaderType; | |
| 706 var shaderScript = document.getElementById(scriptId); | |
| 707 if (!shaderScript) { | |
| 708 throw("*** Error: unknown script element" + scriptId); | |
| 709 } | |
| 710 shaderSource = shaderScript.text; | |
| 711 | |
| 712 if (!opt_shaderType) { | |
| 713 if (shaderScript.type == "x-shader/x-vertex") { | |
| 714 shaderType = gl.VERTEX_SHADER; | |
| 715 } else if (shaderScript.type == "x-shader/x-fragment") { | |
| 716 shaderType = gl.FRAGMENT_SHADER; | |
| 717 } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADE
R) { | |
| 718 throw("*** Error: unknown shader type"); | |
| 719 return null; | |
| 720 } | |
| 721 } | |
| 722 | |
| 723 return loadShader( | |
| 724 gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType); | |
| 725 }; | |
| 726 | |
| 727 var loadStandardProgram = function(gl) { | |
| 728 var program = gl.createProgram(); | |
| 729 gl.attachShader(program, loadStandardVertexShader(gl)); | |
| 730 gl.attachShader(program, loadStandardFragmentShader(gl)); | |
| 731 linkProgram(gl, program); | |
| 732 return program; | |
| 733 }; | |
| 734 | |
| 735 /** | |
| 736 * Loads shaders from files, creates a program, attaches the shaders and links. | |
| 737 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 738 * @param {string} vertexShaderPath The URL of the vertex shader. | |
| 739 * @param {string} fragmentShaderPath The URL of the fragment shader. | |
| 740 * @return {!WebGLProgram} The created program. | |
| 741 */ | |
| 742 var loadProgramFromFile = function(gl, vertexShaderPath, fragmentShaderPath) { | |
| 743 var program = gl.createProgram(); | |
| 744 gl.attachShader( | |
| 745 program, | |
| 746 loadShaderFromFile(gl, vertexShaderPath, gl.VERTEX_SHADER)); | |
| 747 gl.attachShader( | |
| 748 program, | |
| 749 loadShaderFromFile(gl, fragmentShaderPath, gl.FRAGMENT_SHADER)); | |
| 750 linkProgram(gl, program); | |
| 751 return program; | |
| 752 }; | |
| 753 | |
| 754 /** | |
| 755 * Loads shaders from script tags, creates a program, attaches the shaders and | |
| 756 * links. | |
| 757 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 758 * @param {string} vertexScriptId The id of the script tag that contains the | |
| 759 * vertex shader. | |
| 760 * @param {string} fragmentScriptId The id of the script tag that contains the | |
| 761 * fragment shader. | |
| 762 * @return {!WebGLProgram} The created program. | |
| 763 */ | |
| 764 var loadProgramFromScript = function loadProgramFromScript( | |
| 765 gl, vertexScriptId, fragmentScriptId) { | |
| 766 var program = gl.createProgram(); | |
| 767 gl.attachShader( | |
| 768 program, | |
| 769 loadShaderFromScript(gl, vertexScriptId, gl.VERTEX_SHADER)); | |
| 770 gl.attachShader( | |
| 771 program, | |
| 772 loadShaderFromScript(gl, fragmentScriptId, gl.FRAGMENT_SHADER)); | |
| 773 linkProgram(gl, program); | |
| 774 return program; | |
| 775 }; | |
| 776 | |
| 777 /** | |
| 778 * Loads shaders from script tags, creates a program, attaches the shaders and | |
| 779 * links. | |
| 780 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 781 * @param {string} vertexShader The vertex shader. | |
| 782 * @param {string} fragmentShader The fragment shader. | |
| 783 * @return {!WebGLProgram} The created program. | |
| 784 */ | |
| 785 var loadProgram = function(gl, vertexShader, fragmentShader) { | |
| 786 var program = gl.createProgram(); | |
| 787 gl.attachShader( | |
| 788 program, | |
| 789 loadShader(gl, vertexShader, gl.VERTEX_SHADER)); | |
| 790 gl.attachShader( | |
| 791 program, | |
| 792 loadShader(gl, fragmentShader, gl.FRAGMENT_SHADER)); | |
| 793 linkProgram(gl, program); | |
| 794 return program; | |
| 795 }; | |
| 796 | |
| 797 var loadStandardVertexShader = function(gl) { | |
| 798 return loadShaderFromFile( | |
| 799 gl, "resources/vertexShader.vert", gl.VERTEX_SHADER); | |
| 800 }; | |
| 801 | |
| 802 var loadStandardFragmentShader = function(gl) { | |
| 803 return loadShaderFromFile( | |
| 804 gl, "resources/fragmentShader.frag", gl.FRAGMENT_SHADER); | |
| 805 }; | |
| 806 | |
| 807 /** | |
| 808 * Loads an image asynchronously. | |
| 809 * @param {string} url URL of image to load. | |
| 810 * @param {!function(!Element): void} callback Function to call | |
| 811 * with loaded image. | |
| 812 */ | |
| 813 var loadImageAsync = function(url, callback) { | |
| 814 var img = document.createElement('img'); | |
| 815 img.onload = function() { | |
| 816 callback(img); | |
| 817 }; | |
| 818 img.src = url; | |
| 819 }; | |
| 820 | |
| 821 /** | |
| 822 * Loads an array of images. | |
| 823 * @param {!Array.<string>} urls URLs of images to load. | |
| 824 * @param {!function(!{string, img}): void} callback. Callback | |
| 825 * that gets passed map of urls to img tags. | |
| 826 */ | |
| 827 var loadImagesAsync = function(urls, callback) { | |
| 828 var count = 1; | |
| 829 var images = { }; | |
| 830 function countDown() { | |
| 831 --count; | |
| 832 if (count == 0) { | |
| 833 callback(images); | |
| 834 } | |
| 835 } | |
| 836 function imageLoaded(url) { | |
| 837 return function(img) { | |
| 838 images[url] = img; | |
| 839 countDown(); | |
| 840 } | |
| 841 } | |
| 842 for (var ii = 0; ii < urls.length; ++ii) { | |
| 843 ++count; | |
| 844 loadImageAsync(urls[ii], imageLoaded(urls[ii])); | |
| 845 } | |
| 846 countDown(); | |
| 847 }; | |
| 848 | |
| 849 return { | |
| 850 create3DContext: create3DContext, | |
| 851 create3DContextWithWrapperThatThrowsOnGLError: | |
| 852 create3DContextWithWrapperThatThrowsOnGLError, | |
| 853 checkCanvas: checkCanvas, | |
| 854 checkCanvasRect: checkCanvasRect, | |
| 855 createColoredTexture: createColoredTexture, | |
| 856 drawQuad: drawQuad, | |
| 857 endsWith: endsWith, | |
| 858 getLastError: getLastError, | |
| 859 glEnumToString: glEnumToString, | |
| 860 glErrorShouldBe: glErrorShouldBe, | |
| 861 fillTexture: fillTexture, | |
| 862 loadImageAsync: loadImageAsync, | |
| 863 loadImagesAsync: loadImagesAsync, | |
| 864 loadProgram: loadProgram, | |
| 865 loadProgramFromFile: loadProgramFromFile, | |
| 866 loadProgramFromScript: loadProgramFromScript, | |
| 867 loadShader: loadShader, | |
| 868 loadShaderFromFile: loadShaderFromFile, | |
| 869 loadShaderFromScript: loadShaderFromScript, | |
| 870 loadStandardProgram: loadStandardProgram, | |
| 871 loadStandardVertexShader: loadStandardVertexShader, | |
| 872 loadStandardFragmentShader: loadStandardFragmentShader, | |
| 873 loadTexture: loadTexture, | |
| 874 log: log, | |
| 875 loggingOff: loggingOff, | |
| 876 error: error, | |
| 877 setupProgram: setupProgram, | |
| 878 setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, | |
| 879 setupSimpleTextureProgram: setupSimpleTextureProgram, | |
| 880 setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, | |
| 881 setupTexturedQuad: setupTexturedQuad, | |
| 882 setupUnitQuad: setupUnitQuad, | |
| 883 setupWebGLWithShaders: setupWebGLWithShaders, | |
| 884 startsWith: startsWith, | |
| 885 shouldGenerateGLError: shouldGenerateGLError, | |
| 886 readFile: readFile, | |
| 887 readFileList: readFileList, | |
| 888 | |
| 889 none: false | |
| 890 }; | |
| 891 | |
| 892 }()); | |
| 893 | |
| 894 | |
| OLD | NEW |