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| 1 /* | |
| 2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved. | |
| 3 | |
| 4 Redistribution and use in source and binary forms, with or without | |
| 5 modification, are permitted provided that the following conditions | |
| 6 are met: | |
| 7 1. Redistributions of source code must retain the above copyright | |
| 8 notice, this list of conditions and the following disclaimer. | |
| 9 2. Redistributions in binary form must reproduce the above copyright | |
| 10 notice, this list of conditions and the following disclaimer in the | |
| 11 documentation and/or other materials provided with the distribution. | |
| 12 | |
| 13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY | |
| 14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| 15 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
| 16 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR | |
| 17 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
| 18 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
| 19 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
| 20 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
| 21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| 23 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 24 */ | |
| 25 | |
| 26 function webglTestLog(msg) { | |
| 27 if (window.console && window.console.log) { | |
| 28 window.console.log(msg); | |
| 29 } | |
| 30 if (document.getElementById("console")) { | |
| 31 var log = document.getElementById("console"); | |
| 32 log.innerHTML += msg + "<br>"; | |
| 33 } | |
| 34 } | |
| 35 | |
| 36 // | |
| 37 // create3DContext | |
| 38 // | |
| 39 // Returns the WebGLRenderingContext for any known implementation. | |
| 40 // | |
| 41 function create3DContext(canvas, attributes) | |
| 42 { | |
| 43 if (!canvas) | |
| 44 canvas = document.createElement("canvas"); | |
| 45 var context = null; | |
| 46 try { | |
| 47 context = canvas.getContext("webgl", attributes); | |
| 48 } catch(e) {} | |
| 49 if (!context) { | |
| 50 try { | |
| 51 context = canvas.getContext("experimental-webgl", attributes); | |
| 52 } catch(e) {} | |
| 53 } | |
| 54 if (!context) { | |
| 55 throw "Unable to fetch WebGL rendering context for Canvas"; | |
| 56 } | |
| 57 return context; | |
| 58 } | |
| 59 | |
| 60 function createGLErrorWrapper(context, fname) { | |
| 61 return function() { | |
| 62 var rv = context[fname].apply(context, arguments); | |
| 63 var err = context.getError(); | |
| 64 if (err != 0) | |
| 65 throw "GL error " + err + " in " + fname; | |
| 66 return rv; | |
| 67 }; | |
| 68 } | |
| 69 | |
| 70 function create3DContextWithWrapperThatThrowsOnGLError(canvas, attributes) { | |
| 71 var context = create3DContext(canvas, attributes); | |
| 72 // Thanks to Ilmari Heikkinen for the idea on how to implement this so elegant
ly. | |
| 73 var wrap = {}; | |
| 74 for (var i in context) { | |
| 75 try { | |
| 76 if (typeof context[i] == 'function') { | |
| 77 wrap[i] = createGLErrorWrapper(context, i); | |
| 78 } else { | |
| 79 wrap[i] = context[i]; | |
| 80 } | |
| 81 } catch (e) { | |
| 82 webglTestLog("createContextWrapperThatThrowsOnGLError: Error accessing " +
i); | |
| 83 } | |
| 84 } | |
| 85 wrap.getError = function() { | |
| 86 return context.getError(); | |
| 87 }; | |
| 88 return wrap; | |
| 89 } | |
| 90 | |
| 91 function getGLErrorAsString(ctx, err) { | |
| 92 if (err === ctx.NO_ERROR) { | |
| 93 return "NO_ERROR"; | |
| 94 } | |
| 95 for (var name in ctx) { | |
| 96 if (ctx[name] === err) { | |
| 97 return name; | |
| 98 } | |
| 99 } | |
| 100 return "0x" + err.toString(16); | |
| 101 } | |
| 102 | |
| 103 function shouldGenerateGLError(ctx, glError, evalStr) { | |
| 104 var exception; | |
| 105 try { | |
| 106 eval(evalStr); | |
| 107 } catch (e) { | |
| 108 exception = e; | |
| 109 } | |
| 110 if (exception) { | |
| 111 testFailed(evalStr + " threw exception " + exception); | |
| 112 } else { | |
| 113 var err = ctx.getError(); | |
| 114 if (err != glError) { | |
| 115 testFailed(evalStr + " expected: " + getGLErrorAsString(ctx, glError) + ".
Was " + getGLErrorAsString(ctx, err) + "."); | |
| 116 } else { | |
| 117 testPassed(evalStr + " generated expected GL error: " + getGLErrorAsString
(ctx, glError) + "."); | |
| 118 } | |
| 119 } | |
| 120 } | |
| 121 | |
| 122 /** | |
| 123 * Tests that the first error GL returns is the specified error. | |
| 124 * @param {!WebGLContext} gl The WebGLContext to use. | |
| 125 * @param {number} glError The expected gl error. | |
| 126 * @param {string} opt_msg Optional additional message. | |
| 127 */ | |
| 128 function glErrorShouldBe(gl, glError, opt_msg) { | |
| 129 opt_msg = opt_msg || ""; | |
| 130 var err = gl.getError(); | |
| 131 if (err != glError) { | |
| 132 testFailed("getError expected: " + getGLErrorAsString(gl, glError) + | |
| 133 ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); | |
| 134 } else { | |
| 135 testPassed("getError was expected value: " + | |
| 136 getGLErrorAsString(gl, glError) + " : " + opt_msg); | |
| 137 } | |
| 138 }; | |
| 139 | |
| 140 // | |
| 141 // createProgram | |
| 142 // | |
| 143 // Create and return a program object, attaching each of the given shaders. | |
| 144 // | |
| 145 // If attribs are given, bind an attrib with that name at that index. | |
| 146 // | |
| 147 function createProgram(gl, vshaders, fshaders, attribs) | |
| 148 { | |
| 149 if (typeof(vshaders) == "string") | |
| 150 vshaders = [vshaders]; | |
| 151 if (typeof(fshaders) == "string") | |
| 152 fshaders = [fshaders]; | |
| 153 | |
| 154 var shaders = []; | |
| 155 var i; | |
| 156 | |
| 157 for (i = 0; i < vshaders.length; ++i) { | |
| 158 var shader = loadShader(gl, vshaders[i], gl.VERTEX_SHADER); | |
| 159 if (!shader) | |
| 160 return null; | |
| 161 shaders.push(shader); | |
| 162 } | |
| 163 | |
| 164 for (i = 0; i < fshaders.length; ++i) { | |
| 165 var shader = loadShader(gl, fshaders[i], gl.FRAGMENT_SHADER); | |
| 166 if (!shader) | |
| 167 return null; | |
| 168 shaders.push(shader); | |
| 169 } | |
| 170 | |
| 171 var prog = gl.createProgram(); | |
| 172 for (i = 0; i < shaders.length; ++i) { | |
| 173 gl.attachShader(prog, shaders[i]); | |
| 174 } | |
| 175 | |
| 176 if (attribs) { | |
| 177 for (var i in attribs) { | |
| 178 gl.bindAttribLocation(prog, parseInt(i), attribs[i]); | |
| 179 } | |
| 180 } | |
| 181 | |
| 182 gl.linkProgram(prog); | |
| 183 | |
| 184 // Check the link status | |
| 185 var linked = gl.getProgramParameter(prog, gl.LINK_STATUS); | |
| 186 if (!linked) { | |
| 187 // something went wrong with the link | |
| 188 var error = gl.getProgramInfoLog(prog); | |
| 189 webglTestLog("Error in program linking:" + error); | |
| 190 | |
| 191 gl.deleteProgram(prog); | |
| 192 for (i = 0; i < shaders.length; ++i) | |
| 193 gl.deleteShader(shaders[i]); | |
| 194 return null; | |
| 195 } | |
| 196 | |
| 197 return prog; | |
| 198 } | |
| 199 | |
| 200 // | |
| 201 // initWebGL | |
| 202 // | |
| 203 // Initialize the Canvas element with the passed name as a WebGL object and retu
rn the | |
| 204 // WebGLRenderingContext. | |
| 205 // | |
| 206 // Load shaders with the passed names and create a program with them. Return thi
s program | |
| 207 // in the 'program' property of the returned context. | |
| 208 // | |
| 209 // For each string in the passed attribs array, bind an attrib with that name at
that index. | |
| 210 // Once the attribs are bound, link the program and then use it. | |
| 211 // | |
| 212 // Set the clear color to the passed array (4 values) and set the clear depth to
the passed value. | |
| 213 // Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_
SRC_ALPHA) | |
| 214 // | |
| 215 function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth
, contextAttribs) | |
| 216 { | |
| 217 var canvas = document.getElementById(canvasName); | |
| 218 var gl = create3DContext(canvas, contextAttribs); | |
| 219 if (!gl) { | |
| 220 alert("No WebGL context found"); | |
| 221 return null; | |
| 222 } | |
| 223 | |
| 224 // Create the program object | |
| 225 gl.program = createProgram(gl, vshader, fshader, attribs); | |
| 226 if (!gl.program) | |
| 227 return null; | |
| 228 | |
| 229 gl.useProgram(gl.program); | |
| 230 | |
| 231 gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); | |
| 232 gl.clearDepth(clearDepth); | |
| 233 | |
| 234 gl.enable(gl.DEPTH_TEST); | |
| 235 gl.enable(gl.BLEND); | |
| 236 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | |
| 237 | |
| 238 return gl; | |
| 239 } | |
| 240 | |
| 241 // | |
| 242 // getShaderSource | |
| 243 // | |
| 244 // Load the source from the passed shader file. | |
| 245 // | |
| 246 function getShaderSource(file) | |
| 247 { | |
| 248 var xhr = new XMLHttpRequest(); | |
| 249 xhr.open("GET", file, false); | |
| 250 xhr.send(); | |
| 251 return xhr.responseText; | |
| 252 } | |
| 253 | |
| 254 | |
| 255 // | |
| 256 // loadShader | |
| 257 // | |
| 258 // 'shader' is either the id of a <script> element containing the shader source | |
| 259 // string, the shader string itself, or the URL of a file containing the shader | |
| 260 // source. Load this shader and return the WebGLShader object corresponding to | |
| 261 // it. | |
| 262 // | |
| 263 function loadShader(ctx, shaderId, shaderType, isFile) | |
| 264 { | |
| 265 var shaderSource = ""; | |
| 266 | |
| 267 if (isFile) | |
| 268 shaderSource = getShaderSource(shaderId); | |
| 269 else { | |
| 270 var shaderScript = document.getElementById(shaderId); | |
| 271 if (!shaderScript) { | |
| 272 shaderSource = shaderId; | |
| 273 } else { | |
| 274 if (shaderScript.type == "x-shader/x-vertex") { | |
| 275 shaderType = ctx.VERTEX_SHADER; | |
| 276 } else if (shaderScript.type == "x-shader/x-fragment") { | |
| 277 shaderType = ctx.FRAGMENT_SHADER; | |
| 278 } else if (shaderType != ctx.VERTEX_SHADER && shaderType != ctx.FRAG
MENT_SHADER) { | |
| 279 webglTestLog("*** Error: unknown shader type"); | |
| 280 return null; | |
| 281 } | |
| 282 | |
| 283 shaderSource = shaderScript.text; | |
| 284 } | |
| 285 } | |
| 286 | |
| 287 // Create the shader object | |
| 288 var shader = ctx.createShader(shaderType); | |
| 289 if (shader == null) { | |
| 290 webglTestLog("*** Error: unable to create shader '"+shaderId+"'"); | |
| 291 return null; | |
| 292 } | |
| 293 | |
| 294 // Load the shader source | |
| 295 ctx.shaderSource(shader, shaderSource); | |
| 296 | |
| 297 // Compile the shader | |
| 298 ctx.compileShader(shader); | |
| 299 | |
| 300 // Check the compile status | |
| 301 var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS); | |
| 302 if (!compiled) { | |
| 303 // Something went wrong during compilation; get the error | |
| 304 var error = ctx.getShaderInfoLog(shader); | |
| 305 webglTestLog("*** Error compiling shader '"+shader+"':"+error); | |
| 306 ctx.deleteShader(shader); | |
| 307 return null; | |
| 308 } | |
| 309 | |
| 310 return shader; | |
| 311 } | |
| 312 | |
| 313 function loadShaderFromFile(ctx, file, type) | |
| 314 { | |
| 315 return loadShader(ctx, file, type, true); | |
| 316 } | |
| 317 | |
| 318 function loadShaderFromScript(ctx, script) | |
| 319 { | |
| 320 return loadShader(ctx, script, 0, false); | |
| 321 } | |
| 322 | |
| 323 function loadStandardProgram(context) { | |
| 324 var program = context.createProgram(); | |
| 325 context.attachShader(program, loadStandardVertexShader(context)); | |
| 326 context.attachShader(program, loadStandardFragmentShader(context)); | |
| 327 context.linkProgram(program); | |
| 328 return program; | |
| 329 } | |
| 330 | |
| 331 function loadProgram(context, vertexShaderPath, fragmentShaderPath, isFile) { | |
| 332 isFile = (isFile === undefined) ? true : isFile; | |
| 333 var program = context.createProgram(); | |
| 334 context.attachShader(program, loadShader(context, vertexShaderPath, context.
VERTEX_SHADER, isFile)); | |
| 335 context.attachShader(program, loadShader(context, fragmentShaderPath, contex
t.FRAGMENT_SHADER, isFile)); | |
| 336 context.linkProgram(program); | |
| 337 return program; | |
| 338 } | |
| 339 | |
| 340 function loadStandardVertexShader(context) { | |
| 341 return loadShader(context, "resources/vertexShader.vert", context.VERTEX_SHA
DER, true); | |
| 342 } | |
| 343 | |
| 344 function loadStandardFragmentShader(context) { | |
| 345 return loadShader(context, "resources/fragmentShader.frag", context.FRAGMENT
_SHADER, true); | |
| 346 } | |
| 347 | |
| 348 // | |
| 349 // makeBox | |
| 350 // | |
| 351 // Create a box with vertices, normals and texCoords. Create VBOs for each as we
ll as the index array. | |
| 352 // Return an object with the following properties: | |
| 353 // | |
| 354 // normalObject WebGLBuffer object for normals | |
| 355 // texCoordObject WebGLBuffer object for texCoords | |
| 356 // vertexObject WebGLBuffer object for vertices | |
| 357 // indexObject WebGLBuffer object for indices | |
| 358 // numIndices The number of indices in the indexObject | |
| 359 // | |
| 360 function makeBox(ctx) | |
| 361 { | |
| 362 // box | |
| 363 // v6----- v5 | |
| 364 // /| /| | |
| 365 // v1------v0| | |
| 366 // | | | | | |
| 367 // | |v7---|-|v4 | |
| 368 // |/ |/ | |
| 369 // v2------v3 | |
| 370 // | |
| 371 // vertex coords array | |
| 372 var vertices = new Float32Array( | |
| 373 [ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0-v1-v2-v3 front | |
| 374 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0-v3-v4-v5 right | |
| 375 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0-v5-v6-v1 top | |
| 376 -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1-v6-v7-v2 left | |
| 377 -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7-v4-v3-v2 bottom | |
| 378 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 ] // v4-v7-v6-v5 back | |
| 379 ); | |
| 380 | |
| 381 // normal array | |
| 382 var normals = new Float32Array( | |
| 383 [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front | |
| 384 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right | |
| 385 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top | |
| 386 -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left | |
| 387 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3-v2 bottom | |
| 388 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 ] // v4-v7-v6-v5 back | |
| 389 ); | |
| 390 | |
| 391 | |
| 392 // texCoord array | |
| 393 var texCoords = new Float32Array( | |
| 394 [ 1, 1, 0, 1, 0, 0, 1, 0, // v0-v1-v2-v3 front | |
| 395 0, 1, 0, 0, 1, 0, 1, 1, // v0-v3-v4-v5 right | |
| 396 1, 0, 1, 1, 0, 1, 0, 0, // v0-v5-v6-v1 top | |
| 397 1, 1, 0, 1, 0, 0, 1, 0, // v1-v6-v7-v2 left | |
| 398 0, 0, 1, 0, 1, 1, 0, 1, // v7-v4-v3-v2 bottom | |
| 399 0, 0, 1, 0, 1, 1, 0, 1 ] // v4-v7-v6-v5 back | |
| 400 ); | |
| 401 | |
| 402 // index array | |
| 403 var indices = new Uint8Array( | |
| 404 [ 0, 1, 2, 0, 2, 3, // front | |
| 405 4, 5, 6, 4, 6, 7, // right | |
| 406 8, 9,10, 8,10,11, // top | |
| 407 12,13,14, 12,14,15, // left | |
| 408 16,17,18, 16,18,19, // bottom | |
| 409 20,21,22, 20,22,23 ] // back | |
| 410 ); | |
| 411 | |
| 412 var retval = { }; | |
| 413 | |
| 414 retval.normalObject = ctx.createBuffer(); | |
| 415 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); | |
| 416 ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW); | |
| 417 | |
| 418 retval.texCoordObject = ctx.createBuffer(); | |
| 419 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); | |
| 420 ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW); | |
| 421 | |
| 422 retval.vertexObject = ctx.createBuffer(); | |
| 423 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); | |
| 424 ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW); | |
| 425 | |
| 426 ctx.bindBuffer(ctx.ARRAY_BUFFER, 0); | |
| 427 | |
| 428 retval.indexObject = ctx.createBuffer(); | |
| 429 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); | |
| 430 ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW); | |
| 431 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, 0); | |
| 432 | |
| 433 retval.numIndices = indices.length; | |
| 434 | |
| 435 return retval; | |
| 436 } | |
| 437 | |
| 438 // | |
| 439 // makeSphere | |
| 440 // | |
| 441 // Create a sphere with the passed number of latitude and longitude bands and th
e passed radius. | |
| 442 // Sphere has vertices, normals and texCoords. Create VBOs for each as well as t
he index array. | |
| 443 // Return an object with the following properties: | |
| 444 // | |
| 445 // normalObject WebGLBuffer object for normals | |
| 446 // texCoordObject WebGLBuffer object for texCoords | |
| 447 // vertexObject WebGLBuffer object for vertices | |
| 448 // indexObject WebGLBuffer object for indices | |
| 449 // numIndices The number of indices in the indexObject | |
| 450 // | |
| 451 function makeSphere(ctx, radius, lats, longs) | |
| 452 { | |
| 453 var geometryData = [ ]; | |
| 454 var normalData = [ ]; | |
| 455 var texCoordData = [ ]; | |
| 456 var indexData = [ ]; | |
| 457 | |
| 458 for (var latNumber = 0; latNumber <= lats; ++latNumber) { | |
| 459 for (var longNumber = 0; longNumber <= longs; ++longNumber) { | |
| 460 var theta = latNumber * Math.PI / lats; | |
| 461 var phi = longNumber * 2 * Math.PI / longs; | |
| 462 var sinTheta = Math.sin(theta); | |
| 463 var sinPhi = Math.sin(phi); | |
| 464 var cosTheta = Math.cos(theta); | |
| 465 var cosPhi = Math.cos(phi); | |
| 466 | |
| 467 var x = cosPhi * sinTheta; | |
| 468 var y = cosTheta; | |
| 469 var z = sinPhi * sinTheta; | |
| 470 var u = 1-(longNumber/longs); | |
| 471 var v = latNumber/lats; | |
| 472 | |
| 473 normalData.push(x); | |
| 474 normalData.push(y); | |
| 475 normalData.push(z); | |
| 476 texCoordData.push(u); | |
| 477 texCoordData.push(v); | |
| 478 geometryData.push(radius * x); | |
| 479 geometryData.push(radius * y); | |
| 480 geometryData.push(radius * z); | |
| 481 } | |
| 482 } | |
| 483 | |
| 484 longs += 1; | |
| 485 for (var latNumber = 0; latNumber < lats; ++latNumber) { | |
| 486 for (var longNumber = 0; longNumber < longs; ++longNumber) { | |
| 487 var first = (latNumber * longs) + (longNumber % longs); | |
| 488 var second = first + longs; | |
| 489 indexData.push(first); | |
| 490 indexData.push(second); | |
| 491 indexData.push(first+1); | |
| 492 | |
| 493 indexData.push(second); | |
| 494 indexData.push(second+1); | |
| 495 indexData.push(first+1); | |
| 496 } | |
| 497 } | |
| 498 | |
| 499 var retval = { }; | |
| 500 | |
| 501 retval.normalObject = ctx.createBuffer(); | |
| 502 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); | |
| 503 ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(normalData), ctx.STATIC_DR
AW); | |
| 504 | |
| 505 retval.texCoordObject = ctx.createBuffer(); | |
| 506 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); | |
| 507 ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_
DRAW); | |
| 508 | |
| 509 retval.vertexObject = ctx.createBuffer(); | |
| 510 ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); | |
| 511 ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(geometryData), ctx.STATIC_
DRAW); | |
| 512 | |
| 513 retval.numIndices = indexData.length; | |
| 514 retval.indexObject = ctx.createBuffer(); | |
| 515 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); | |
| 516 ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), ctx.STR
EAM_DRAW); | |
| 517 | |
| 518 return retval; | |
| 519 } | |
| 520 | |
| 521 // | |
| 522 // loadObj | |
| 523 // | |
| 524 // Load a .obj file from the passed URL. Return an object with a 'loaded' proper
ty set to false. | |
| 525 // When the object load is complete, the 'loaded' property becomes true and the
following | |
| 526 // properties are set: | |
| 527 // | |
| 528 // normalObject WebGLBuffer object for normals | |
| 529 // texCoordObject WebGLBuffer object for texCoords | |
| 530 // vertexObject WebGLBuffer object for vertices | |
| 531 // indexObject WebGLBuffer object for indices | |
| 532 // numIndices The number of indices in the indexObject | |
| 533 // | |
| 534 function loadObj(ctx, url) | |
| 535 { | |
| 536 var obj = { loaded : false }; | |
| 537 obj.ctx = ctx; | |
| 538 var req = new XMLHttpRequest(); | |
| 539 req.obj = obj; | |
| 540 req.onreadystatechange = function () { processLoadObj(req) }; | |
| 541 req.open("GET", url, true); | |
| 542 req.send(null); | |
| 543 return obj; | |
| 544 } | |
| 545 | |
| 546 function processLoadObj(req) | |
| 547 { | |
| 548 webglTestLog("req="+req) | |
| 549 // only if req shows "complete" | |
| 550 if (req.readyState == 4) { | |
| 551 doLoadObj(req.obj, req.responseText); | |
| 552 } | |
| 553 } | |
| 554 | |
| 555 function doLoadObj(obj, text) | |
| 556 { | |
| 557 vertexArray = [ ]; | |
| 558 normalArray = [ ]; | |
| 559 textureArray = [ ]; | |
| 560 indexArray = [ ]; | |
| 561 | |
| 562 var vertex = [ ]; | |
| 563 var normal = [ ]; | |
| 564 var texture = [ ]; | |
| 565 var facemap = { }; | |
| 566 var index = 0; | |
| 567 | |
| 568 var lines = text.split("\n"); | |
| 569 for (var lineIndex in lines) { | |
| 570 var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, ""
); | |
| 571 | |
| 572 // ignore comments | |
| 573 if (line[0] == "#") | |
| 574 continue; | |
| 575 | |
| 576 var array = line.split(" "); | |
| 577 if (array[0] == "v") { | |
| 578 // vertex | |
| 579 vertex.push(parseFloat(array[1])); | |
| 580 vertex.push(parseFloat(array[2])); | |
| 581 vertex.push(parseFloat(array[3])); | |
| 582 } | |
| 583 else if (array[0] == "vt") { | |
| 584 // normal | |
| 585 texture.push(parseFloat(array[1])); | |
| 586 texture.push(parseFloat(array[2])); | |
| 587 } | |
| 588 else if (array[0] == "vn") { | |
| 589 // normal | |
| 590 normal.push(parseFloat(array[1])); | |
| 591 normal.push(parseFloat(array[2])); | |
| 592 normal.push(parseFloat(array[3])); | |
| 593 } | |
| 594 else if (array[0] == "f") { | |
| 595 // face | |
| 596 if (array.length != 4) { | |
| 597 webglTestLog("*** Error: face '"+line+"' not handled"); | |
| 598 continue; | |
| 599 } | |
| 600 | |
| 601 for (var i = 1; i < 4; ++i) { | |
| 602 if (!(array[i] in facemap)) { | |
| 603 // add a new entry to the map and arrays | |
| 604 var f = array[i].split("/"); | |
| 605 var vtx, nor, tex; | |
| 606 | |
| 607 if (f.length == 1) { | |
| 608 vtx = parseInt(f[0]) - 1; | |
| 609 nor = vtx; | |
| 610 tex = vtx; | |
| 611 } | |
| 612 else if (f.length = 3) { | |
| 613 vtx = parseInt(f[0]) - 1; | |
| 614 tex = parseInt(f[1]) - 1; | |
| 615 nor = parseInt(f[2]) - 1; | |
| 616 } | |
| 617 else { | |
| 618 webglTestLog("*** Error: did not understand face '"+arra
y[i]+"'"); | |
| 619 return null; | |
| 620 } | |
| 621 | |
| 622 // do the vertices | |
| 623 var x = 0; | |
| 624 var y = 0; | |
| 625 var z = 0; | |
| 626 if (vtx * 3 + 2 < vertex.length) { | |
| 627 x = vertex[vtx*3]; | |
| 628 y = vertex[vtx*3+1]; | |
| 629 z = vertex[vtx*3+2]; | |
| 630 } | |
| 631 vertexArray.push(x); | |
| 632 vertexArray.push(y); | |
| 633 vertexArray.push(z); | |
| 634 | |
| 635 // do the textures | |
| 636 x = 0; | |
| 637 y = 0; | |
| 638 if (tex * 2 + 1 < texture.length) { | |
| 639 x = texture[tex*2]; | |
| 640 y = texture[tex*2+1]; | |
| 641 } | |
| 642 textureArray.push(x); | |
| 643 textureArray.push(y); | |
| 644 | |
| 645 // do the normals | |
| 646 x = 0; | |
| 647 y = 0; | |
| 648 z = 1; | |
| 649 if (nor * 3 + 2 < normal.length) { | |
| 650 x = normal[nor*3]; | |
| 651 y = normal[nor*3+1]; | |
| 652 z = normal[nor*3+2]; | |
| 653 } | |
| 654 normalArray.push(x); | |
| 655 normalArray.push(y); | |
| 656 normalArray.push(z); | |
| 657 | |
| 658 facemap[array[i]] = index++; | |
| 659 } | |
| 660 | |
| 661 indexArray.push(facemap[array[i]]); | |
| 662 } | |
| 663 } | |
| 664 } | |
| 665 | |
| 666 // set the VBOs | |
| 667 obj.normalObject = obj.ctx.createBuffer(); | |
| 668 obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject); | |
| 669 obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(normalArray), obj.
ctx.STATIC_DRAW); | |
| 670 | |
| 671 obj.texCoordObject = obj.ctx.createBuffer(); | |
| 672 obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject); | |
| 673 obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(textureArray), obj
.ctx.STATIC_DRAW); | |
| 674 | |
| 675 obj.vertexObject = obj.ctx.createBuffer(); | |
| 676 obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject); | |
| 677 obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(vertexArray), obj.
ctx.STATIC_DRAW); | |
| 678 | |
| 679 obj.numIndices = indexArray.length; | |
| 680 obj.indexObject = obj.ctx.createBuffer(); | |
| 681 obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject); | |
| 682 obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray)
, obj.ctx.STREAM_DRAW); | |
| 683 | |
| 684 obj.loaded = true; | |
| 685 } | |
| 686 | |
| 687 // | |
| 688 // loadImageTexture | |
| 689 // | |
| 690 // Load the image at the passed url, place it in a new WebGLTexture object and r
eturn the WebGLTexture. | |
| 691 // | |
| 692 function loadImageTexture(ctx, url) | |
| 693 { | |
| 694 var texture = ctx.createTexture(); | |
| 695 texture.image = new Image(); | |
| 696 texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, t
exture) } | |
| 697 texture.image.src = url; | |
| 698 return texture; | |
| 699 } | |
| 700 | |
| 701 function doLoadImageTexture(ctx, image, texture) | |
| 702 { | |
| 703 ctx.enable(ctx.TEXTURE_2D); | |
| 704 ctx.bindTexture(ctx.TEXTURE_2D, texture); | |
| 705 ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, ima
ge); | |
| 706 ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR); | |
| 707 ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR_MIPMAP_
LINEAR); | |
| 708 ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE); | |
| 709 ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE); | |
| 710 ctx.generateMipmap(ctx.TEXTURE_2D) | |
| 711 ctx.bindTexture(ctx.TEXTURE_2D, 0); | |
| 712 } | |
| 713 | |
| 714 // | |
| 715 // Framerate object | |
| 716 // | |
| 717 // This object keeps track of framerate and displays it as the innerHTML text of
the | |
| 718 // HTML element with the passed id. Once created you call snapshot at the end | |
| 719 // of every rendering cycle. Every 500ms the framerate is updated in the HTML el
ement. | |
| 720 // | |
| 721 Framerate = function(id) | |
| 722 { | |
| 723 this.numFramerates = 10; | |
| 724 this.framerateUpdateInterval = 500; | |
| 725 this.id = id; | |
| 726 | |
| 727 this.renderTime = -1; | |
| 728 this.framerates = [ ]; | |
| 729 self = this; | |
| 730 var fr = function() { self.updateFramerate() } | |
| 731 setInterval(fr, this.framerateUpdateInterval); | |
| 732 } | |
| 733 | |
| 734 Framerate.prototype.updateFramerate = function() | |
| 735 { | |
| 736 var tot = 0; | |
| 737 for (var i = 0; i < this.framerates.length; ++i) | |
| 738 tot += this.framerates[i]; | |
| 739 | |
| 740 var framerate = tot / this.framerates.length; | |
| 741 framerate = Math.round(framerate); | |
| 742 document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps"; | |
| 743 } | |
| 744 | |
| 745 Framerate.prototype.snapshot = function() | |
| 746 { | |
| 747 if (this.renderTime < 0) | |
| 748 this.renderTime = new Date().getTime(); | |
| 749 else { | |
| 750 var newTime = new Date().getTime(); | |
| 751 var t = newTime - this.renderTime; | |
| 752 var framerate = 1000/t; | |
| 753 this.framerates.push(framerate); | |
| 754 while (this.framerates.length > this.numFramerates) | |
| 755 this.framerates.shift(); | |
| 756 this.renderTime = newTime; | |
| 757 } | |
| 758 } | |
| OLD | NEW |