| Index: conformance/more/util.js
|
| ===================================================================
|
| --- conformance/more/util.js (revision 106149)
|
| +++ conformance/more/util.js (working copy)
|
| @@ -1,1248 +0,0 @@
|
| -/*
|
| -Utilities for the OpenGL ES 2.0 HTML Canvas context
|
| -
|
| -Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
|
| -
|
| -Permission is hereby granted, free of charge, to any person
|
| -obtaining a copy of this software and associated documentation
|
| -files (the "Software"), to deal in the Software without
|
| -restriction, including without limitation the rights to use,
|
| -copy, modify, merge, publish, distribute, sublicense, and/or sell
|
| -copies of the Software, and to permit persons to whom the
|
| -Software is furnished to do so, subject to the following
|
| -conditions:
|
| -
|
| -The above copyright notice and this permission notice shall be
|
| -included in all copies or substantial portions of the Software.
|
| -
|
| -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
| -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
| -OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
| -NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
| -HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
| -WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
| -FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
| -OTHER DEALINGS IN THE SOFTWARE.
|
| -*/
|
| -
|
| -function loadTexture(gl, elem, mipmaps) {
|
| - var tex = gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, tex);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elem);
|
| - if (mipmaps != false)
|
| - gl.generateMipmap(gl.TEXTURE_2D);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
| - if (mipmaps)
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
| - else
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
| - return tex;
|
| -}
|
| -
|
| -function getShader(gl, id) {
|
| - var shaderScript = document.getElementById(id);
|
| - if (!shaderScript) {
|
| - throw(new Error("No shader element with id: "+id));
|
| - }
|
| -
|
| - var str = "";
|
| - var k = shaderScript.firstChild;
|
| - while (k) {
|
| - if (k.nodeType == 3)
|
| - str += k.textContent;
|
| - k = k.nextSibling;
|
| - }
|
| -
|
| - var shader;
|
| - if (shaderScript.type == "x-shader/x-fragment") {
|
| - shader = gl.createShader(gl.FRAGMENT_SHADER);
|
| - } else if (shaderScript.type == "x-shader/x-vertex") {
|
| - shader = gl.createShader(gl.VERTEX_SHADER);
|
| - } else {
|
| - throw(new Error("Unknown shader type "+shaderScript.type));
|
| - }
|
| -
|
| - gl.shaderSource(shader, str);
|
| - gl.compileShader(shader);
|
| -
|
| - if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) != 1) {
|
| - var ilog = gl.getShaderInfoLog(shader);
|
| - gl.deleteShader(shader);
|
| - throw(new Error("Failed to compile shader "+shaderScript.id + ", Shader info log: " + ilog));
|
| - }
|
| - return shader;
|
| -}
|
| -
|
| -function loadShaderArray(gl, shaders) {
|
| - var id = gl.createProgram();
|
| - var shaderObjs = [];
|
| - for (var i=0; i<shaders.length; ++i) {
|
| - try {
|
| - var sh = getShader(gl, shaders[i]);
|
| - shaderObjs.push(sh);
|
| - gl.attachShader(id, sh);
|
| - } catch (e) {
|
| - var pr = {program: id, shaders: shaderObjs};
|
| - deleteShader(gl, pr);
|
| - throw (e);
|
| - }
|
| - }
|
| - var prog = {program: id, shaders: shaderObjs};
|
| - gl.linkProgram(id);
|
| - gl.validateProgram(id);
|
| - if (gl.getProgramParameter(id, gl.LINK_STATUS) != 1) {
|
| - deleteShader(gl,prog);
|
| - throw(new Error("Failed to link shader"));
|
| - }
|
| - if (gl.getProgramParameter(id, gl.VALIDATE_STATUS) != 1) {
|
| - deleteShader(gl,prog);
|
| - throw(new Error("Failed to validate shader"));
|
| - }
|
| - return prog;
|
| -}
|
| -function loadShader(gl) {
|
| - var sh = [];
|
| - for (var i=1; i<arguments.length; ++i)
|
| - sh.push(arguments[i]);
|
| - return loadShaderArray(gl, sh);
|
| -}
|
| -
|
| -function deleteShader(gl, sh) {
|
| - gl.useProgram(null);
|
| - sh.shaders.forEach(function(s){
|
| - gl.detachShader(sh.program, s);
|
| - gl.deleteShader(s);
|
| - });
|
| - gl.deleteProgram(sh.program);
|
| -}
|
| -
|
| -function getGLErrorAsString(ctx, err) {
|
| - if (err === ctx.NO_ERROR) {
|
| - return "NO_ERROR";
|
| - }
|
| - for (var name in ctx) {
|
| - if (ctx[name] === err) {
|
| - return name;
|
| - }
|
| - }
|
| - return err.toString();
|
| -}
|
| -
|
| -function checkError(gl, msg) {
|
| - var e = gl.getError();
|
| - if (e != gl.NO_ERROR) {
|
| - log("Error " + getGLErrorAsString(gl, e) + " at " + msg);
|
| - }
|
| - return e;
|
| -}
|
| -
|
| -function throwError(gl, msg) {
|
| - var e = gl.getError();
|
| - if (e != 0) {
|
| - throw(new Error("Error " + getGLErrorAsString(gl, e) + " at " + msg));
|
| - }
|
| -}
|
| -
|
| -Math.cot = function(z) { return 1.0 / Math.tan(z); }
|
| -
|
| -/*
|
| - Matrix utilities, using the OpenGL element order where
|
| - the last 4 elements are the translation column.
|
| -
|
| - Uses flat arrays as matrices for performance.
|
| -
|
| - Most operations have in-place variants to avoid allocating temporary matrices.
|
| -
|
| - Naming logic:
|
| - Matrix.method operates on a 4x4 Matrix and returns a new Matrix.
|
| - Matrix.method3x3 operates on a 3x3 Matrix and returns a new Matrix. Not all operations have a 3x3 version (as 3x3 is usually only used for the normal matrix: Matrix.transpose3x3(Matrix.inverseTo3x3(mat4x4)))
|
| - Matrix.method[3x3]InPlace(args, target) stores its result in the target matrix.
|
| -
|
| - Matrix.scale([sx, sy, sz]) -- non-uniform scale by vector
|
| - Matrix.scale1(s) -- uniform scale by scalar
|
| - Matrix.scale3(sx, sy, sz) -- non-uniform scale by scalars
|
| -
|
| - Ditto for translate.
|
| -*/
|
| -Matrix = {
|
| - identity : [
|
| - 1.0, 0.0, 0.0, 0.0,
|
| - 0.0, 1.0, 0.0, 0.0,
|
| - 0.0, 0.0, 1.0, 0.0,
|
| - 0.0, 0.0, 0.0, 1.0
|
| - ],
|
| -
|
| - newIdentity : function() {
|
| - return [
|
| - 1.0, 0.0, 0.0, 0.0,
|
| - 0.0, 1.0, 0.0, 0.0,
|
| - 0.0, 0.0, 1.0, 0.0,
|
| - 0.0, 0.0, 0.0, 1.0
|
| - ];
|
| - },
|
| -
|
| - newIdentity3x3 : function() {
|
| - return [
|
| - 1.0, 0.0, 0.0,
|
| - 0.0, 1.0, 0.0,
|
| - 0.0, 0.0, 1.0
|
| - ];
|
| - },
|
| -
|
| - copyMatrix : function(src, dst) {
|
| - for (var i=0; i<16; i++) dst[i] = src[i];
|
| - return dst;
|
| - },
|
| -
|
| - to3x3 : function(m) {
|
| - return [
|
| - m[0], m[1], m[2],
|
| - m[4], m[5], m[6],
|
| - m[8], m[9], m[10]
|
| - ];
|
| - },
|
| -
|
| - // orthonormal matrix inverse
|
| - inverseON : function(m) {
|
| - var n = this.transpose4x4(m);
|
| - var t = [m[12], m[13], m[14]];
|
| - n[3] = n[7] = n[11] = 0;
|
| - n[12] = -Vec3.dot([n[0], n[4], n[8]], t);
|
| - n[13] = -Vec3.dot([n[1], n[5], n[9]], t);
|
| - n[14] = -Vec3.dot([n[2], n[6], n[10]], t);
|
| - return n;
|
| - },
|
| -
|
| - inverseTo3x3 : function(m) {
|
| - return this.inverse4x4to3x3InPlace(m, this.newIdentity3x3());
|
| - },
|
| -
|
| - inverseTo3x3InPlace : function(m,n) {
|
| - var a11 = m[10]*m[5]-m[6]*m[9],
|
| - a21 = -m[10]*m[1]+m[2]*m[9],
|
| - a31 = m[6]*m[1]-m[2]*m[5],
|
| - a12 = -m[10]*m[4]+m[6]*m[8],
|
| - a22 = m[10]*m[0]-m[2]*m[8],
|
| - a32 = -m[6]*m[0]+m[2]*m[4],
|
| - a13 = m[9]*m[4]-m[5]*m[8],
|
| - a23 = -m[9]*m[0]+m[1]*m[8],
|
| - a33 = m[5]*m[0]-m[1]*m[4];
|
| - var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
|
| - if (det == 0) // no inverse
|
| - return [1,0,0,0,1,0,0,0,1];
|
| - var idet = 1 / det;
|
| - n[0] = idet*a11;
|
| - n[1] = idet*a21;
|
| - n[2] = idet*a31;
|
| - n[3] = idet*a12;
|
| - n[4] = idet*a22;
|
| - n[5] = idet*a32;
|
| - n[6] = idet*a13;
|
| - n[7] = idet*a23;
|
| - n[8] = idet*a33;
|
| - return n;
|
| - },
|
| -
|
| - inverse3x3 : function(m) {
|
| - return this.inverse3x3InPlace(m, this.newIdentity3x3());
|
| - },
|
| -
|
| - inverse3x3InPlace : function(m,n) {
|
| - var a11 = m[8]*m[4]-m[5]*m[7],
|
| - a21 = -m[8]*m[1]+m[2]*m[7],
|
| - a31 = m[5]*m[1]-m[2]*m[4],
|
| - a12 = -m[8]*m[3]+m[5]*m[6],
|
| - a22 = m[8]*m[0]-m[2]*m[6],
|
| - a32 = -m[5]*m[0]+m[2]*m[3],
|
| - a13 = m[7]*m[4]-m[4]*m[8],
|
| - a23 = -m[7]*m[0]+m[1]*m[6],
|
| - a33 = m[4]*m[0]-m[1]*m[3];
|
| - var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
|
| - if (det == 0) // no inverse
|
| - return [1,0,0,0,1,0,0,0,1];
|
| - var idet = 1 / det;
|
| - n[0] = idet*a11;
|
| - n[1] = idet*a21;
|
| - n[2] = idet*a31;
|
| - n[3] = idet*a12;
|
| - n[4] = idet*a22;
|
| - n[5] = idet*a32;
|
| - n[6] = idet*a13;
|
| - n[7] = idet*a23;
|
| - n[8] = idet*a33;
|
| - return n;
|
| - },
|
| -
|
| - frustum : function (left, right, bottom, top, znear, zfar) {
|
| - var X = 2*znear/(right-left);
|
| - var Y = 2*znear/(top-bottom);
|
| - var A = (right+left)/(right-left);
|
| - var B = (top+bottom)/(top-bottom);
|
| - var C = -(zfar+znear)/(zfar-znear);
|
| - var D = -2*zfar*znear/(zfar-znear);
|
| -
|
| - return [
|
| - X, 0, 0, 0,
|
| - 0, Y, 0, 0,
|
| - A, B, C, -1,
|
| - 0, 0, D, 0
|
| - ];
|
| - },
|
| -
|
| - perspective : function (fovy, aspect, znear, zfar) {
|
| - var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
|
| - var ymin = -ymax;
|
| - var xmin = ymin * aspect;
|
| - var xmax = ymax * aspect;
|
| -
|
| - return this.frustum(xmin, xmax, ymin, ymax, znear, zfar);
|
| - },
|
| -
|
| - mul4x4 : function (a,b) {
|
| - return this.mul4x4InPlace(a,b,this.newIdentity());
|
| - },
|
| -
|
| - mul4x4InPlace : function (a, b, c) {
|
| - c[0] = b[0] * a[0] +
|
| - b[0+1] * a[4] +
|
| - b[0+2] * a[8] +
|
| - b[0+3] * a[12];
|
| - c[0+1] = b[0] * a[1] +
|
| - b[0+1] * a[5] +
|
| - b[0+2] * a[9] +
|
| - b[0+3] * a[13];
|
| - c[0+2] = b[0] * a[2] +
|
| - b[0+1] * a[6] +
|
| - b[0+2] * a[10] +
|
| - b[0+3] * a[14];
|
| - c[0+3] = b[0] * a[3] +
|
| - b[0+1] * a[7] +
|
| - b[0+2] * a[11] +
|
| - b[0+3] * a[15];
|
| - c[4] = b[4] * a[0] +
|
| - b[4+1] * a[4] +
|
| - b[4+2] * a[8] +
|
| - b[4+3] * a[12];
|
| - c[4+1] = b[4] * a[1] +
|
| - b[4+1] * a[5] +
|
| - b[4+2] * a[9] +
|
| - b[4+3] * a[13];
|
| - c[4+2] = b[4] * a[2] +
|
| - b[4+1] * a[6] +
|
| - b[4+2] * a[10] +
|
| - b[4+3] * a[14];
|
| - c[4+3] = b[4] * a[3] +
|
| - b[4+1] * a[7] +
|
| - b[4+2] * a[11] +
|
| - b[4+3] * a[15];
|
| - c[8] = b[8] * a[0] +
|
| - b[8+1] * a[4] +
|
| - b[8+2] * a[8] +
|
| - b[8+3] * a[12];
|
| - c[8+1] = b[8] * a[1] +
|
| - b[8+1] * a[5] +
|
| - b[8+2] * a[9] +
|
| - b[8+3] * a[13];
|
| - c[8+2] = b[8] * a[2] +
|
| - b[8+1] * a[6] +
|
| - b[8+2] * a[10] +
|
| - b[8+3] * a[14];
|
| - c[8+3] = b[8] * a[3] +
|
| - b[8+1] * a[7] +
|
| - b[8+2] * a[11] +
|
| - b[8+3] * a[15];
|
| - c[12] = b[12] * a[0] +
|
| - b[12+1] * a[4] +
|
| - b[12+2] * a[8] +
|
| - b[12+3] * a[12];
|
| - c[12+1] = b[12] * a[1] +
|
| - b[12+1] * a[5] +
|
| - b[12+2] * a[9] +
|
| - b[12+3] * a[13];
|
| - c[12+2] = b[12] * a[2] +
|
| - b[12+1] * a[6] +
|
| - b[12+2] * a[10] +
|
| - b[12+3] * a[14];
|
| - c[12+3] = b[12] * a[3] +
|
| - b[12+1] * a[7] +
|
| - b[12+2] * a[11] +
|
| - b[12+3] * a[15];
|
| - return c;
|
| - },
|
| -
|
| - mulv4 : function (a, v) {
|
| - c = new Array(4);
|
| - for (var i=0; i<4; ++i) {
|
| - var x = 0;
|
| - for (var k=0; k<4; ++k)
|
| - x += v[k] * a[k*4+i];
|
| - c[i] = x;
|
| - }
|
| - return c;
|
| - },
|
| -
|
| - rotate : function (angle, axis) {
|
| - axis = Vec3.normalize(axis);
|
| - var x=axis[0], y=axis[1], z=axis[2];
|
| - var c = Math.cos(angle);
|
| - var c1 = 1-c;
|
| - var s = Math.sin(angle);
|
| - return [
|
| - x*x*c1+c, y*x*c1+z*s, z*x*c1-y*s, 0,
|
| - x*y*c1-z*s, y*y*c1+c, y*z*c1+x*s, 0,
|
| - x*z*c1+y*s, y*z*c1-x*s, z*z*c1+c, 0,
|
| - 0,0,0,1
|
| - ];
|
| - },
|
| - rotateInPlace : function(angle, axis, m) {
|
| - axis = Vec3.normalize(axis);
|
| - var x=axis[0], y=axis[1], z=axis[2];
|
| - var c = Math.cos(angle);
|
| - var c1 = 1-c;
|
| - var s = Math.sin(angle);
|
| - var tmpMatrix = this.tmpMatrix;
|
| - var tmpMatrix2 = this.tmpMatrix2;
|
| - tmpMatrix[0] = x*x*c1+c; tmpMatrix[1] = y*x*c1+z*s; tmpMatrix[2] = z*x*c1-y*s; tmpMatrix[3] = 0;
|
| - tmpMatrix[4] = x*y*c1-z*s; tmpMatrix[5] = y*y*c1+c; tmpMatrix[6] = y*z*c1+x*s; tmpMatrix[7] = 0;
|
| - tmpMatrix[8] = x*z*c1+y*s; tmpMatrix[9] = y*z*c1-x*s; tmpMatrix[10] = z*z*c1+c; tmpMatrix[11] = 0;
|
| - tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
|
| - this.copyMatrix(m, tmpMatrix2);
|
| - return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
|
| - },
|
| -
|
| - scale : function(v) {
|
| - return [
|
| - v[0], 0, 0, 0,
|
| - 0, v[1], 0, 0,
|
| - 0, 0, v[2], 0,
|
| - 0, 0, 0, 1
|
| - ];
|
| - },
|
| - scale3 : function(x,y,z) {
|
| - return [
|
| - x, 0, 0, 0,
|
| - 0, y, 0, 0,
|
| - 0, 0, z, 0,
|
| - 0, 0, 0, 1
|
| - ];
|
| - },
|
| - scale1 : function(s) {
|
| - return [
|
| - s, 0, 0, 0,
|
| - 0, s, 0, 0,
|
| - 0, 0, s, 0,
|
| - 0, 0, 0, 1
|
| - ];
|
| - },
|
| - scale3InPlace : function(x, y, z, m) {
|
| - var tmpMatrix = this.tmpMatrix;
|
| - var tmpMatrix2 = this.tmpMatrix2;
|
| - tmpMatrix[0] = x; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
|
| - tmpMatrix[4] = 0; tmpMatrix[5] = y; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
|
| - tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = z; tmpMatrix[11] = 0;
|
| - tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
|
| - this.copyMatrix(m, tmpMatrix2);
|
| - return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
|
| - },
|
| - scale1InPlace : function(s, m) { return this.scale3InPlace(s, s, s, m); },
|
| - scaleInPlace : function(s, m) { return this.scale3InPlace(s[0],s[1],s[2],m); },
|
| -
|
| - translate3 : function(x,y,z) {
|
| - return [
|
| - 1, 0, 0, 0,
|
| - 0, 1, 0, 0,
|
| - 0, 0, 1, 0,
|
| - x, y, z, 1
|
| - ];
|
| - },
|
| -
|
| - translate : function(v) {
|
| - return this.translate3(v[0], v[1], v[2]);
|
| - },
|
| - tmpMatrix : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
|
| - tmpMatrix2 : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
|
| - translate3InPlace : function(x,y,z,m) {
|
| - var tmpMatrix = this.tmpMatrix;
|
| - var tmpMatrix2 = this.tmpMatrix2;
|
| - tmpMatrix[0] = 1; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
|
| - tmpMatrix[4] = 0; tmpMatrix[5] = 1; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
|
| - tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = 1; tmpMatrix[11] = 0;
|
| - tmpMatrix[12] = x; tmpMatrix[13] = y; tmpMatrix[14] = z; tmpMatrix[15] = 1;
|
| - this.copyMatrix(m, tmpMatrix2);
|
| - return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
|
| - },
|
| - translateInPlace : function(v,m){ return this.translate3InPlace(v[0], v[1], v[2], m); },
|
| -
|
| - lookAt : function (eye, center, up) {
|
| - var z = Vec3.direction(eye, center);
|
| - var x = Vec3.normalizeInPlace(Vec3.cross(up, z));
|
| - var y = Vec3.normalizeInPlace(Vec3.cross(z, x));
|
| -
|
| - var m = [
|
| - x[0], y[0], z[0], 0,
|
| - x[1], y[1], z[1], 0,
|
| - x[2], y[2], z[2], 0,
|
| - 0, 0, 0, 1
|
| - ];
|
| -
|
| - var t = [
|
| - 1, 0, 0, 0,
|
| - 0, 1, 0, 0,
|
| - 0, 0, 1, 0,
|
| - -eye[0], -eye[1], -eye[2], 1
|
| - ];
|
| -
|
| - return this.mul4x4(m,t);
|
| - },
|
| -
|
| - transpose4x4 : function(m) {
|
| - return [
|
| - m[0], m[4], m[8], m[12],
|
| - m[1], m[5], m[9], m[13],
|
| - m[2], m[6], m[10], m[14],
|
| - m[3], m[7], m[11], m[15]
|
| - ];
|
| - },
|
| -
|
| - transpose4x4InPlace : function(m) {
|
| - var tmp = 0.0;
|
| - tmp = m[1]; m[1] = m[4]; m[4] = tmp;
|
| - tmp = m[2]; m[2] = m[8]; m[8] = tmp;
|
| - tmp = m[3]; m[3] = m[12]; m[12] = tmp;
|
| - tmp = m[6]; m[6] = m[9]; m[9] = tmp;
|
| - tmp = m[7]; m[7] = m[13]; m[13] = tmp;
|
| - tmp = m[11]; m[11] = m[14]; m[14] = tmp;
|
| - return m;
|
| - },
|
| -
|
| - transpose3x3 : function(m) {
|
| - return [
|
| - m[0], m[3], m[6],
|
| - m[1], m[4], m[7],
|
| - m[2], m[5], m[8]
|
| - ];
|
| - },
|
| -
|
| - transpose3x3InPlace : function(m) {
|
| - var tmp = 0.0;
|
| - tmp = m[1]; m[1] = m[3]; m[3] = tmp;
|
| - tmp = m[2]; m[2] = m[6]; m[6] = tmp;
|
| - tmp = m[5]; m[5] = m[7]; m[7] = tmp;
|
| - return m;
|
| - },
|
| -}
|
| -
|
| -Vec3 = {
|
| - make : function() { return [0,0,0]; },
|
| - copy : function(v) { return [v[0],v[1],v[2]]; },
|
| -
|
| - add : function (u,v) {
|
| - return [u[0]+v[0], u[1]+v[1], u[2]+v[2]];
|
| - },
|
| -
|
| - sub : function (u,v) {
|
| - return [u[0]-v[0], u[1]-v[1], u[2]-v[2]];
|
| - },
|
| -
|
| - negate : function (u) {
|
| - return [-u[0], -u[1], -u[2]];
|
| - },
|
| -
|
| - direction : function (u,v) {
|
| - return this.normalizeInPlace(this.sub(u,v));
|
| - },
|
| -
|
| - normalizeInPlace : function(v) {
|
| - var imag = 1.0 / Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
| - v[0] *= imag; v[1] *= imag; v[2] *= imag;
|
| - return v;
|
| - },
|
| -
|
| - normalize : function(v) {
|
| - return this.normalizeInPlace(this.copy(v));
|
| - },
|
| -
|
| - scale : function(f, v) {
|
| - return [f*v[0], f*v[1], f*v[2]];
|
| - },
|
| -
|
| - dot : function(u,v) {
|
| - return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
|
| - },
|
| -
|
| - inner : function(u,v) {
|
| - return [u[0]*v[0], u[1]*v[1], u[2]*v[2]];
|
| - },
|
| -
|
| - cross : function(u,v) {
|
| - return [
|
| - u[1]*v[2] - u[2]*v[1],
|
| - u[2]*v[0] - u[0]*v[2],
|
| - u[0]*v[1] - u[1]*v[0]
|
| - ];
|
| - }
|
| -}
|
| -
|
| -Shader = function(gl){
|
| - this.gl = gl;
|
| - this.shaders = [];
|
| - this.uniformLocations = {};
|
| - this.attribLocations = {};
|
| - for (var i=1; i<arguments.length; i++) {
|
| - this.shaders.push(arguments[i]);
|
| - }
|
| -}
|
| -Shader.prototype = {
|
| - id : null,
|
| - gl : null,
|
| - compiled : false,
|
| - shader : null,
|
| - shaders : [],
|
| -
|
| - destroy : function() {
|
| - if (this.shader != null) deleteShader(this.gl, this.shader);
|
| - },
|
| -
|
| - compile : function() {
|
| - this.shader = loadShaderArray(this.gl, this.shaders);
|
| - },
|
| -
|
| - use : function() {
|
| - if (this.shader == null)
|
| - this.compile();
|
| - this.gl.useProgram(this.shader.program);
|
| - },
|
| -
|
| - uniform1fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform1fv(loc, value);
|
| - },
|
| -
|
| - uniform2fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform2fv(loc, value);
|
| - },
|
| -
|
| - uniform3fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform3fv(loc, value);
|
| - },
|
| -
|
| - uniform4fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform4fv(loc, value);
|
| - },
|
| -
|
| - uniform1f : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform1f(loc, value);
|
| - },
|
| -
|
| - uniform2f : function(name, v1,v2) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform2f(loc, v1,v2);
|
| - },
|
| -
|
| - uniform3f : function(name, v1,v2,v3) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform3f(loc, v1,v2,v3);
|
| - },
|
| -
|
| - uniform4f : function(name, v1,v2,v3,v4) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform4f(loc, v1, v2, v3, v4);
|
| - },
|
| -
|
| - uniform1iv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform1iv(loc, value);
|
| - },
|
| -
|
| - uniform2iv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform2iv(loc, value);
|
| - },
|
| -
|
| - uniform3iv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform3iv(loc, value);
|
| - },
|
| -
|
| - uniform4iv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform4iv(loc, value);
|
| - },
|
| -
|
| - uniform1i : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform1i(loc, value);
|
| - },
|
| -
|
| - uniform2i : function(name, v1,v2) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform2i(loc, v1,v2);
|
| - },
|
| -
|
| - uniform3i : function(name, v1,v2,v3) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform3i(loc, v1,v2,v3);
|
| - },
|
| -
|
| - uniform4i : function(name, v1,v2,v3,v4) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniform4i(loc, v1, v2, v3, v4);
|
| - },
|
| -
|
| - uniformMatrix4fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniformMatrix4fv(loc, false, value);
|
| - },
|
| -
|
| - uniformMatrix3fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniformMatrix3fv(loc, false, value);
|
| - },
|
| -
|
| - uniformMatrix2fv : function(name, value) {
|
| - var loc = this.uniform(name);
|
| - this.gl.uniformMatrix2fv(loc, false, value);
|
| - },
|
| -
|
| - attrib : function(name) {
|
| - if (this.attribLocations[name] == null) {
|
| - var loc = this.gl.getAttribLocation(this.shader.program, name);
|
| - this.attribLocations[name] = loc;
|
| - }
|
| - return this.attribLocations[name];
|
| - },
|
| -
|
| - uniform : function(name) {
|
| - if (this.uniformLocations[name] == null) {
|
| - var loc = this.gl.getUniformLocation(this.shader.program, name);
|
| - this.uniformLocations[name] = loc;
|
| - }
|
| - return this.uniformLocations[name];
|
| - }
|
| -}
|
| -Filter = function(gl, shader) {
|
| - Shader.apply(this, arguments);
|
| -}
|
| -Filter.prototype = new Shader();
|
| -Filter.prototype.apply = function(init) {
|
| - this.use();
|
| - var va = this.attrib("Vertex");
|
| - var ta = this.attrib("Tex");
|
| - var vbo = Quad.getCachedVBO(this.gl);
|
| - if (init) init(this);
|
| - vbo.draw(va, null, ta);
|
| -}
|
| -
|
| -
|
| -VBO = function(gl) {
|
| - this.gl = gl;
|
| - this.data = [];
|
| - this.elementsVBO = null;
|
| - for (var i=1; i<arguments.length; i++) {
|
| - if (arguments[i].elements)
|
| - this.elements = arguments[i];
|
| - else
|
| - this.data.push(arguments[i]);
|
| - }
|
| -}
|
| -
|
| -VBO.prototype = {
|
| - initialized : false,
|
| - length : 0,
|
| - vbos : null,
|
| - type : 'TRIANGLES',
|
| - elementsVBO : null,
|
| - elements : null,
|
| -
|
| - setData : function() {
|
| - this.destroy();
|
| - this.data = [];
|
| - for (var i=0; i<arguments.length; i++) {
|
| - if (arguments[i].elements)
|
| - this.elements = arguments[i];
|
| - else
|
| - this.data.push(arguments[i]);
|
| - }
|
| - },
|
| -
|
| - destroy : function() {
|
| - if (this.vbos != null)
|
| - for (var i=0; i<this.vbos.length; i++)
|
| - this.gl.deleteBuffer(this.vbos[i]);
|
| - if (this.elementsVBO != null)
|
| - this.gl.deleteBuffer(this.elementsVBO);
|
| - this.length = this.elementsLength = 0;
|
| - this.vbos = this.elementsVBO = null;
|
| - this.initialized = false;
|
| - },
|
| -
|
| - init : function() {
|
| - this.destroy();
|
| - var gl = this.gl;
|
| -
|
| - gl.getError();
|
| - var vbos = [];
|
| - var length = 0;
|
| - for (var i=0; i<this.data.length; i++)
|
| - vbos.push(gl.createBuffer());
|
| - if (this.elements != null)
|
| - this.elementsVBO = gl.createBuffer();
|
| - try {
|
| - throwError(gl, "genBuffers");
|
| - for (var i = 0; i<this.data.length; i++) {
|
| - var d = this.data[i];
|
| - var dlen = Math.floor(d.data.length / d.size);
|
| - if (i == 0 || dlen < length)
|
| - length = dlen;
|
| - if (!d.floatArray)
|
| - d.floatArray = new Float32Array(d.data);
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, vbos[i]);
|
| - throwError(gl, "bindBuffer");
|
| - gl.bufferData(gl.ARRAY_BUFFER, d.floatArray, gl.STATIC_DRAW);
|
| - throwError(gl, "bufferData");
|
| - }
|
| - if (this.elementsVBO != null) {
|
| - var d = this.elements;
|
| - this.elementsLength = d.data.length;
|
| - this.elementsType = d.type == gl.UNSIGNED_BYTE ? d.type : gl.UNSIGNED_SHORT;
|
| - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
|
| - throwError(gl, "bindBuffer ELEMENT_ARRAY_BUFFER");
|
| - if (this.elementsType == gl.UNSIGNED_SHORT && !d.ushortArray) {
|
| - d.ushortArray = new Uint16Array(d.data);
|
| - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ushortArray, gl.STATIC_DRAW);
|
| - } else if (this.elementsType == gl.UNSIGNED_BYTE && !d.ubyteArray) {
|
| - d.ubyteArray = new Uint8Array(d.data);
|
| - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ubyteArray, gl.STATIC_DRAW);
|
| - }
|
| - throwError(gl, "bufferData ELEMENT_ARRAY_BUFFER");
|
| - }
|
| - } catch(e) {
|
| - for (var i=0; i<vbos.length; i++)
|
| - gl.deleteBuffer(vbos[i]);
|
| - throw(e);
|
| - }
|
| -
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
| - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
| -
|
| - this.length = length;
|
| - this.vbos = vbos;
|
| -
|
| - this.initialized = true;
|
| - },
|
| -
|
| - use : function() {
|
| - if (!this.initialized) this.init();
|
| - var gl = this.gl;
|
| - for (var i=0; i<arguments.length; i++) {
|
| - if (arguments[i] == null) continue;
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos[i]);
|
| - gl.vertexAttribPointer(arguments[i], this.data[i].size, gl.FLOAT, false, 0, 0);
|
| - gl.enableVertexAttribArray(arguments[i]);
|
| - }
|
| - if (this.elementsVBO != null) {
|
| - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
|
| - }
|
| - },
|
| -
|
| - draw : function() {
|
| - var args = [];
|
| - this.use.apply(this, arguments);
|
| - var gl = this.gl;
|
| - if (this.elementsVBO != null) {
|
| - gl.drawElements(gl[this.type], this.elementsLength, this.elementsType, 0);
|
| - } else {
|
| - gl.drawArrays(gl[this.type], 0, this.length);
|
| - }
|
| - }
|
| -}
|
| -
|
| -FBO = function(gl, width, height, use_depth) {
|
| - this.gl = gl;
|
| - this.width = width;
|
| - this.height = height;
|
| - if (use_depth != null)
|
| - this.useDepth = use_depth;
|
| -}
|
| -FBO.prototype = {
|
| - initialized : false,
|
| - useDepth : true,
|
| - fbo : null,
|
| - rbo : null,
|
| - texture : null,
|
| -
|
| - destroy : function() {
|
| - if (this.fbo) this.gl.deleteFramebuffer(this.fbo);
|
| - if (this.rbo) this.gl.deleteRenderbuffer(this.rbo);
|
| - if (this.texture) this.gl.deleteTexture(this.texture);
|
| - },
|
| -
|
| - init : function() {
|
| - var gl = this.gl;
|
| - var w = this.width, h = this.height;
|
| - var fbo = this.fbo != null ? this.fbo : gl.createFramebuffer();
|
| - var rb;
|
| -
|
| - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
| - checkError(gl, "FBO.init bindFramebuffer");
|
| - if (this.useDepth) {
|
| - rb = this.rbo != null ? this.rbo : gl.createRenderbuffer();
|
| - gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
|
| - checkError(gl, "FBO.init bindRenderbuffer");
|
| - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
|
| - checkError(gl, "FBO.init renderbufferStorage");
|
| - }
|
| -
|
| - var tex = this.texture != null ? this.texture : gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, tex);
|
| - try {
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
| - } catch (e) { // argh, no null texture support
|
| - var tmp = this.getTempCanvas(w,h);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmp);
|
| - }
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
| - checkError(gl, "FBO.init tex");
|
| -
|
| - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
|
| - checkError(gl, "FBO.init bind tex");
|
| -
|
| - if (this.useDepth) {
|
| - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
|
| - checkError(gl, "FBO.init bind depth buffer");
|
| - }
|
| -
|
| - var fbstat = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
| - if (fbstat != gl.FRAMEBUFFER_COMPLETE) {
|
| - var glv;
|
| - for (var v in gl) {
|
| - try { glv = gl[v]; } catch (e) { glv = null; }
|
| - if (glv == fbstat) { fbstat = v; break; }}
|
| - log("Framebuffer status: " + fbstat);
|
| - }
|
| - checkError(gl, "FBO.init check fbo");
|
| -
|
| - this.fbo = fbo;
|
| - this.rbo = rb;
|
| - this.texture = tex;
|
| - this.initialized = true;
|
| - },
|
| -
|
| - getTempCanvas : function(w, h) {
|
| - if (!FBO.tempCanvas) {
|
| - FBO.tempCanvas = document.createElement('canvas');
|
| - }
|
| - FBO.tempCanvas.width = w;
|
| - FBO.tempCanvas.height = h;
|
| - return FBO.tempCanvas;
|
| - },
|
| -
|
| - use : function() {
|
| - if (!this.initialized) this.init();
|
| - this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.fbo);
|
| - }
|
| -}
|
| -
|
| -function GLError(err, msg, fileName, lineNumber) {
|
| - this.message = msg;
|
| - this.glError = err;
|
| -}
|
| -
|
| -GLError.prototype = new Error();
|
| -
|
| -function makeGLErrorWrapper(gl, fname) {
|
| - return (function() {
|
| - try {
|
| - var rv = gl[fname].apply(gl, arguments);
|
| - var err = gl.getError();
|
| - if (err != gl.NO_ERROR) {
|
| - throw(new GLError(
|
| - err, "GL error "+getGLErrorAsString(gl, err)+" in "+fname));
|
| - }
|
| - return rv;
|
| - } catch (e) {
|
| - if (e.glError !== undefined) {
|
| - throw e;
|
| - }
|
| - throw(new Error("Threw " + e.name +
|
| - " in " + fname + "\n" +
|
| - e.message + "\n" +
|
| - arguments.callee.caller));
|
| - }
|
| - });
|
| -}
|
| -
|
| -function wrapGLContext(gl) {
|
| - var wrap = {};
|
| - for (var i in gl) {
|
| - try {
|
| - if (typeof gl[i] == 'function') {
|
| - wrap[i] = makeGLErrorWrapper(gl, i);
|
| - } else {
|
| - wrap[i] = gl[i];
|
| - }
|
| - } catch (e) {
|
| - // log("wrapGLContext: Error accessing " + i);
|
| - }
|
| - }
|
| - wrap.getError = function(){ return gl.getError(); };
|
| - return wrap;
|
| -}
|
| -
|
| -// Assert that f generates a specific GL error.
|
| -function assertGLError(gl, err, name, f) {
|
| - if (f == null) { f = name; name = null; }
|
| - var r = false;
|
| - var glErr = 0;
|
| - try { f(); } catch(e) { r=true; glErr = e.glError; }
|
| - if (glErr !== err) {
|
| - if (glErr === undefined) {
|
| - testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f);
|
| - } else {
|
| - testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
|
| - " actual: " + getGLErrorAsString(gl, glErr), name, f);
|
| - }
|
| - return false;
|
| - }
|
| - return true;
|
| -}
|
| -
|
| -// Assert that f generates some GL error. Used in situations where it's
|
| -// ambigious which of multiple possible errors will be generated.
|
| -function assertSomeGLError(gl, name, f) {
|
| - if (f == null) { f = name; name = null; }
|
| - var r = false;
|
| - var glErr = 0;
|
| - var err = 0;
|
| - try { f(); } catch(e) { r=true; glErr = e.glError; }
|
| - if (glErr === 0) {
|
| - if (glErr === undefined) {
|
| - testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f);
|
| - } else {
|
| - testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
|
| - " actual: " + getGLErrorAsString(gl, glErr), name, f);
|
| - }
|
| - return false;
|
| - }
|
| - return true;
|
| -}
|
| -
|
| -// Assert that f throws an exception but does not generate a GL error.
|
| -function assertThrowNoGLError(gl, name, f) {
|
| - if (f == null) { f = name; name = null; }
|
| - var r = false;
|
| - var glErr = undefined;
|
| - var exp;
|
| - try { f(); } catch(e) { r=true; glErr = e.glError; exp = e;}
|
| - if (!r) {
|
| - testFailed(
|
| - "assertThrowNoGError: should have thrown exception", name, f);
|
| - return false;
|
| - } else {
|
| - if (glErr !== undefined) {
|
| - testFailed(
|
| - "assertThrowNoGError: should be no GL error but generated: " +
|
| - getGLErrorAsString(gl, glErr), name, f);
|
| - return false;
|
| - } else {
|
| - // console.log("threw:" + exp);
|
| - }
|
| - }
|
| - return true;
|
| -}
|
| -
|
| -Quad = {
|
| - vertices : [
|
| - -1,-1,0,
|
| - 1,-1,0,
|
| - -1,1,0,
|
| - 1,-1,0,
|
| - 1,1,0,
|
| - -1,1,0
|
| - ],
|
| - normals : [
|
| - 0,0,-1,
|
| - 0,0,-1,
|
| - 0,0,-1,
|
| - 0,0,-1,
|
| - 0,0,-1,
|
| - 0,0,-1
|
| - ],
|
| - texcoords : [
|
| - 0,0,
|
| - 1,0,
|
| - 0,1,
|
| - 1,0,
|
| - 1,1,
|
| - 0,1
|
| - ],
|
| - indices : [0,1,2,1,5,2],
|
| - makeVBO : function(gl) {
|
| - return new VBO(gl,
|
| - {size:3, data: Quad.vertices},
|
| - {size:3, data: Quad.normals},
|
| - {size:2, data: Quad.texcoords}
|
| - )
|
| - },
|
| - cache: {},
|
| - getCachedVBO : function(gl) {
|
| - if (!this.cache[gl])
|
| - this.cache[gl] = this.makeVBO(gl);
|
| - return this.cache[gl];
|
| - }
|
| -}
|
| -Cube = {
|
| - vertices : [ 0.5, -0.5, 0.5, // +X
|
| - 0.5, -0.5, -0.5,
|
| - 0.5, 0.5, -0.5,
|
| - 0.5, 0.5, 0.5,
|
| -
|
| - 0.5, 0.5, 0.5, // +Y
|
| - 0.5, 0.5, -0.5,
|
| - -0.5, 0.5, -0.5,
|
| - -0.5, 0.5, 0.5,
|
| -
|
| - 0.5, 0.5, 0.5, // +Z
|
| - -0.5, 0.5, 0.5,
|
| - -0.5, -0.5, 0.5,
|
| - 0.5, -0.5, 0.5,
|
| -
|
| - -0.5, -0.5, 0.5, // -X
|
| - -0.5, 0.5, 0.5,
|
| - -0.5, 0.5, -0.5,
|
| - -0.5, -0.5, -0.5,
|
| -
|
| - -0.5, -0.5, 0.5, // -Y
|
| - -0.5, -0.5, -0.5,
|
| - 0.5, -0.5, -0.5,
|
| - 0.5, -0.5, 0.5,
|
| -
|
| - -0.5, -0.5, -0.5, // -Z
|
| - -0.5, 0.5, -0.5,
|
| - 0.5, 0.5, -0.5,
|
| - 0.5, -0.5, -0.5,
|
| - ],
|
| -
|
| - normals : [ 1, 0, 0,
|
| - 1, 0, 0,
|
| - 1, 0, 0,
|
| - 1, 0, 0,
|
| -
|
| - 0, 1, 0,
|
| - 0, 1, 0,
|
| - 0, 1, 0,
|
| - 0, 1, 0,
|
| -
|
| - 0, 0, 1,
|
| - 0, 0, 1,
|
| - 0, 0, 1,
|
| - 0, 0, 1,
|
| -
|
| - -1, 0, 0,
|
| - -1, 0, 0,
|
| - -1, 0, 0,
|
| - -1, 0, 0,
|
| -
|
| - 0,-1, 0,
|
| - 0,-1, 0,
|
| - 0,-1, 0,
|
| - 0,-1, 0,
|
| -
|
| - 0, 0,-1,
|
| - 0, 0,-1,
|
| - 0, 0,-1,
|
| - 0, 0,-1
|
| - ],
|
| -
|
| - indices : [],
|
| - create : function(){
|
| - for (var i = 0; i < 6; i++) {
|
| - Cube.indices.push(i*4 + 0);
|
| - Cube.indices.push(i*4 + 1);
|
| - Cube.indices.push(i*4 + 3);
|
| - Cube.indices.push(i*4 + 1);
|
| - Cube.indices.push(i*4 + 2);
|
| - Cube.indices.push(i*4 + 3);
|
| - }
|
| - },
|
| -
|
| - makeVBO : function(gl) {
|
| - return new VBO(gl,
|
| - {size:3, data: Cube.vertices},
|
| - {size:3, data: Cube.normals},
|
| - {elements: true, data: Cube.indices}
|
| - )
|
| - },
|
| - cache : {},
|
| - getCachedVBO : function(gl) {
|
| - if (!this.cache[gl])
|
| - this.cache[gl] = this.makeVBO(gl);
|
| - return this.cache[gl];
|
| - }
|
| -}
|
| -Cube.create();
|
| -
|
| -Sphere = {
|
| - vertices : [],
|
| - normals : [],
|
| - indices : [],
|
| - create : function(){
|
| - var r = 0.75;
|
| - function vert(theta, phi)
|
| - {
|
| - var r = 0.75;
|
| - var x, y, z, nx, ny, nz;
|
| -
|
| - nx = Math.sin(theta) * Math.cos(phi);
|
| - ny = Math.sin(phi);
|
| - nz = Math.cos(theta) * Math.cos(phi);
|
| - Sphere.normals.push(nx);
|
| - Sphere.normals.push(ny);
|
| - Sphere.normals.push(nz);
|
| -
|
| - x = r * Math.sin(theta) * Math.cos(phi);
|
| - y = r * Math.sin(phi);
|
| - z = r * Math.cos(theta) * Math.cos(phi);
|
| - Sphere.vertices.push(x);
|
| - Sphere.vertices.push(y);
|
| - Sphere.vertices.push(z);
|
| - }
|
| - for (var phi = -Math.PI/2; phi < Math.PI/2; phi += Math.PI/20) {
|
| - var phi2 = phi + Math.PI/20;
|
| - for (var theta = -Math.PI/2; theta <= Math.PI/2; theta += Math.PI/20) {
|
| - vert(theta, phi);
|
| - vert(theta, phi2);
|
| - }
|
| - }
|
| - }
|
| -}
|
| -
|
| -Sphere.create();
|
| -
|
| -initGL_CONTEXT_ID = function(){
|
| - var c = document.createElement('canvas');
|
| - var contextNames = ['webgl', 'experimental-webgl'];
|
| - GL_CONTEXT_ID = null;
|
| - for (var i=0; i<contextNames.length; i++) {
|
| - try {
|
| - if (c.getContext(contextNames[i])) {
|
| - GL_CONTEXT_ID = contextNames[i];
|
| - break;
|
| - }
|
| - } catch (e) {}
|
| - }
|
| - if (!GL_CONTEXT_ID) {
|
| - log("No WebGL context found. Unable to run tests.");
|
| - }
|
| -}
|
| -
|
| -initGL_CONTEXT_ID();
|
|
|