| Index: conformance/resources/webgl-test-utils.js
|
| ===================================================================
|
| --- conformance/resources/webgl-test-utils.js (revision 106149)
|
| +++ conformance/resources/webgl-test-utils.js (working copy)
|
| @@ -1,894 +0,0 @@
|
| -// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
| -// Use of this source code is governed by a BSD-style license that can be
|
| -// found in the LICENSE file.
|
| -
|
| -WebGLTestUtils = (function() {
|
| -
|
| -/**
|
| - * Wrapped logging function.
|
| - * @param {string} msg The message to log.
|
| - */
|
| -var log = function(msg) {
|
| - if (window.console && window.console.log) {
|
| - window.console.log(msg);
|
| - }
|
| -};
|
| -
|
| -/**
|
| - * Wrapped logging function.
|
| - * @param {string} msg The message to log.
|
| - */
|
| -var error = function(msg) {
|
| - if (window.console) {
|
| - if (window.console.error) {
|
| - window.console.error(msg);
|
| - }
|
| - else if (window.console.log) {
|
| - window.console.log(msg);
|
| - }
|
| - }
|
| -};
|
| -
|
| -/**
|
| - * Turn off all logging.
|
| - */
|
| -var loggingOff = function() {
|
| - log = function() {};
|
| - error = function() {};
|
| -};
|
| -
|
| -/**
|
| - * Converts a WebGL enum to a string
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} value The enum value.
|
| - * @return {string} The enum as a string.
|
| - */
|
| -var glEnumToString = function(gl, value) {
|
| - for (var p in gl) {
|
| - if (gl[p] == value) {
|
| - return p;
|
| - }
|
| - }
|
| - return "0x" + value.toString(16);
|
| -};
|
| -
|
| -var lastError = "";
|
| -
|
| -/**
|
| - * Returns the last compiler/linker error.
|
| - * @return {string} The last compiler/linker error.
|
| - */
|
| -var getLastError = function() {
|
| - return lastError;
|
| -};
|
| -
|
| -/**
|
| - * Whether a haystack ends with a needle.
|
| - * @param {string} haystack String to search
|
| - * @param {string} needle String to search for.
|
| - * @param {boolean} True if haystack ends with needle.
|
| - */
|
| -var endsWith = function(haystack, needle) {
|
| - return haystack.substr(haystack.length - needle.length) === needle;
|
| -};
|
| -
|
| -/**
|
| - * Whether a haystack starts with a needle.
|
| - * @param {string} haystack String to search
|
| - * @param {string} needle String to search for.
|
| - * @param {boolean} True if haystack starts with needle.
|
| - */
|
| -var startsWith = function(haystack, needle) {
|
| - return haystack.substr(0, needle.length) === needle;
|
| -};
|
| -
|
| -/**
|
| - * A vertex shader for a single texture.
|
| - * @type {string}
|
| - */
|
| -var simpleTextureVertexShader = '' +
|
| - 'attribute vec4 vPosition;\n' +
|
| - 'attribute vec2 texCoord0;\n' +
|
| - 'varying vec2 texCoord;\n' +
|
| - 'void main() {\n' +
|
| - ' gl_Position = vPosition;\n' +
|
| - ' texCoord = texCoord0;\n' +
|
| - '}\n';
|
| -
|
| -/**
|
| - * A fragment shader for a single texture.
|
| - * @type {string}
|
| - */
|
| -var simpleTextureFragmentShader = '' +
|
| - 'precision mediump float;\n' +
|
| - 'uniform sampler2D tex;\n' +
|
| - 'varying vec2 texCoord;\n' +
|
| - 'void main() {\n' +
|
| - ' gl_FragData[0] = texture2D(tex, texCoord);\n' +
|
| - '}\n';
|
| -
|
| -/**
|
| - * Creates a simple texture vertex shader.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @return {!WebGLShader}
|
| - */
|
| -var setupSimpleTextureVertexShader = function(gl) {
|
| - return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
|
| -};
|
| -
|
| -/**
|
| - * Creates a simple texture fragment shader.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @return {!WebGLShader}
|
| - */
|
| -var setupSimpleTextureFragmentShader = function(gl) {
|
| - return loadShader(
|
| - gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
|
| -};
|
| -
|
| -/**
|
| - * Creates a program, attaches shaders, binds attrib locations, links the
|
| - * program and calls useProgram.
|
| - * @param {!Array.<!WebGLShader>} shaders The shaders to attach .
|
| - * @param {!Array.<string>} opt_attribs The attribs names.
|
| - * @param {!Array.<number>} opt_locations The locations for the attribs.
|
| - */
|
| -var setupProgram = function(gl, shaders, opt_attribs, opt_locations) {
|
| - var program = gl.createProgram();
|
| - for (var ii = 0; ii < shaders.length; ++ii) {
|
| - gl.attachShader(program, shaders[ii]);
|
| - }
|
| - if (opt_attribs) {
|
| - for (var ii = 0; ii < opt_attribs.length; ++ii) {
|
| - gl.bindAttribLocation(
|
| - program,
|
| - opt_locations ? opt_locations[ii] : ii,
|
| - opt_attribs[ii]);
|
| - }
|
| - }
|
| - gl.linkProgram(program);
|
| -
|
| - // Check the link status
|
| - var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
| - if (!linked) {
|
| - // something went wrong with the link
|
| - lastError = gl.getProgramInfoLog (program);
|
| - error("Error in program linking:" + lastError);
|
| -
|
| - gl.deleteProgram(program);
|
| - return null;
|
| - }
|
| -
|
| - gl.useProgram(program);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Creates a simple texture program.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} opt_positionLocation The attrib location for position.
|
| - * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| - * @return {WebGLProgram}
|
| - */
|
| -var setupSimpleTextureProgram = function(
|
| - gl, opt_positionLocation, opt_texcoordLocation) {
|
| - opt_positionLocation = opt_positionLocation || 0;
|
| - opt_texcoordLocation = opt_texcoordLocation || 1;
|
| - var vs = setupSimpleTextureVertexShader(gl);
|
| - var fs = setupSimpleTextureFragmentShader(gl);
|
| - if (!vs || !fs) {
|
| - return null;
|
| - }
|
| - var program = setupProgram(
|
| - gl,
|
| - [vs, fs],
|
| - ['vPosition', 'texCoord0'],
|
| - [opt_positionLocation, opt_texcoordLocation]);
|
| - if (!program) {
|
| - gl.deleteShader(fs);
|
| - gl.deleteShader(vs);
|
| - }
|
| - gl.useProgram(program);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Creates buffers for a textured unit quad and attaches them to vertex attribs.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} opt_positionLocation The attrib location for position.
|
| - * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| - * @return {!Array.<WebGLBuffer>} The buffer objects that were
|
| - * created.
|
| - */
|
| -var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) {
|
| - opt_positionLocation = opt_positionLocation || 0;
|
| - opt_texcoordLocation = opt_texcoordLocation || 1;
|
| - var objects = [];
|
| -
|
| - var vertexObject = gl.createBuffer();
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
|
| - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| - 1.0, 1.0, 0.0,
|
| - -1.0, 1.0, 0.0,
|
| - -1.0, -1.0, 0.0,
|
| - 1.0, 1.0, 0.0,
|
| - -1.0, -1.0, 0.0,
|
| - 1.0, -1.0, 0.0]), gl.STATIC_DRAW);
|
| - gl.enableVertexAttribArray(opt_positionLocation);
|
| - gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
|
| - objects.push(vertexObject);
|
| -
|
| - var vertexObject = gl.createBuffer();
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
|
| - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| - 1.0, 1.0,
|
| - 0.0, 1.0,
|
| - 0.0, 0.0,
|
| - 1.0, 1.0,
|
| - 0.0, 0.0,
|
| - 1.0, 0.0]), gl.STATIC_DRAW);
|
| - gl.enableVertexAttribArray(opt_texcoordLocation);
|
| - gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0);
|
| - objects.push(vertexObject);
|
| - return objects;
|
| -};
|
| -
|
| -/**
|
| - * Creates a program and buffers for rendering a textured quad.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} opt_positionLocation The attrib location for position.
|
| - * @param {number} opt_texcoordLocation The attrib location for texture coords.
|
| - * @return {!WebGLProgram}
|
| - */
|
| -var setupTexturedQuad = function(
|
| - gl, opt_positionLocation, opt_texcoordLocation) {
|
| - var program = setupSimpleTextureProgram(
|
| - gl, opt_positionLocation, opt_texcoordLocation);
|
| - setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Fills the given texture with a solid color
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {!WebGLTexture} tex The texture to fill.
|
| - * @param {number} width The width of the texture to create.
|
| - * @param {number} height The height of the texture to create.
|
| - * @param {!Array.<number>} color The color to fill with. A 4 element array
|
| - * where each element is in the range 0 to 255.
|
| - * @param {number} opt_level The level of the texture to fill. Default = 0.
|
| - */
|
| -var fillTexture = function(gl, tex, width, height, color, opt_level) {
|
| - opt_level = opt_level || 0;
|
| - var numPixels = width * height;
|
| - var size = numPixels * 4;
|
| - var buf = new Uint8Array(size);
|
| - for (var ii = 0; ii < numPixels; ++ii) {
|
| - var off = ii * 4;
|
| - buf[off + 0] = color[0];
|
| - buf[off + 1] = color[1];
|
| - buf[off + 2] = color[2];
|
| - buf[off + 3] = color[3];
|
| - }
|
| - gl.bindTexture(gl.TEXTURE_2D, tex);
|
| - gl.texImage2D(
|
| - gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0,
|
| - gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| - };
|
| -
|
| -/**
|
| - * Creates a textures and fills it with a solid color
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} width The width of the texture to create.
|
| - * @param {number} height The height of the texture to create.
|
| - * @param {!Array.<number>} color The color to fill with. A 4 element array
|
| - * where each element is in the range 0 to 255.
|
| - * @return {!WebGLTexture}
|
| - */
|
| -var createColoredTexture = function(gl, width, height, color) {
|
| - var tex = gl.createTexture();
|
| - fillTexture(gl, tex, width, height, color);
|
| - return tex;
|
| -};
|
| -
|
| -/**
|
| - * Draws a previously setup quad.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {!Array.<number>} opt_color The color to fill clear with before
|
| - * drawing. A 4 element array where each element is in the range 0 to
|
| - * 255. Default [255, 255, 255, 255]
|
| - */
|
| -var drawQuad = function(gl, opt_color) {
|
| - opt_color = opt_color || [255, 255, 255, 255];
|
| - gl.clearColor(
|
| - opt_color[0] / 255,
|
| - opt_color[1] / 255,
|
| - opt_color[2] / 255,
|
| - opt_color[3] / 255);
|
| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| -};
|
| -
|
| -/**
|
| - * Checks that a portion of a canvas is 1 color.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} x left corner of region to check.
|
| - * @param {number} y bottom corner of region to check.
|
| - * @param {number} width width of region to check.
|
| - * @param {number} height width of region to check.
|
| - * @param {!Array.<number>} color The color to fill clear with before drawing. A
|
| - * 4 element array where each element is in the range 0 to 255.
|
| - * @param {string} msg Message to associate with success. Eg ("should be red").
|
| - * @param {number} errorRange Optional. Acceptable error in
|
| - * color checking. 0 by default.
|
| - */
|
| -var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange) {
|
| - errorRange = errorRange || 0;
|
| - var buf = new Uint8Array(width * height * 4);
|
| - gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| - for (var i = 0; i < width * height; ++i) {
|
| - var offset = i * 4;
|
| - for (var j = 0; j < color.length; ++j) {
|
| - if (Math.abs(buf[offset + j] - color[j]) > errorRange) {
|
| - testFailed(msg);
|
| - var was = buf[offset + 0].toString();
|
| - for (j = 1; j < color.length; ++j) {
|
| - was += "," + buf[offset + j];
|
| - }
|
| - debug('expected: ' + color + ' was ' + was);
|
| - return;
|
| - }
|
| - }
|
| - }
|
| - testPassed(msg);
|
| -};
|
| -
|
| -/**
|
| - * Checks that an entire canvas is 1 color.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {!Array.<number>} color The color to fill clear with before drawing. A
|
| - * 4 element array where each element is in the range 0 to 255.
|
| - * @param {string} msg Message to associate with success. Eg ("should be red").
|
| - * @param {number} errorRange Optional. Acceptable error in
|
| - * color checking. 0 by default.
|
| - */
|
| -var checkCanvas = function(gl, color, msg, errorRange) {
|
| - checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange);
|
| -};
|
| -
|
| -/**
|
| - * Loads a texture, calls callback when finished.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} url URL of image to load
|
| - * @param {function(!Image): void} callback Function that gets called after
|
| - * image has loaded
|
| - * @return {!WebGLTexture} The created texture.
|
| - */
|
| -var loadTexture = function(gl, url, callback) {
|
| - var texture = gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, texture);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
| - var image = new Image();
|
| - image.onload = function() {
|
| - gl.bindTexture(gl.TEXTURE_2D, texture);
|
| - gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
| - callback(image);
|
| - };
|
| - image.src = url;
|
| - return texture;
|
| -};
|
| -
|
| -/**
|
| - * Creates a webgl context.
|
| - * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not
|
| - * passed in one will be created.
|
| - * @return {!WebGLContext} The created context.
|
| - */
|
| -var create3DContext = function(opt_canvas, opt_attributes) {
|
| - opt_canvas = opt_canvas || document.createElement("canvas");
|
| - var context = null;
|
| - try {
|
| - context = opt_canvas.getContext("webgl", opt_attributes);
|
| - } catch(e) {}
|
| - if (!context) {
|
| - try {
|
| - context = opt_canvas.getContext("experimental-webgl", opt_attributes);
|
| - } catch(e) {}
|
| - }
|
| - if (!context) {
|
| - testFailed("Unable to fetch WebGL rendering context for Canvas");
|
| - }
|
| - return context;
|
| -}
|
| -
|
| -/**
|
| - * Gets a GLError value as a string.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} err The webgl error as retrieved from gl.getError().
|
| - * @return {string} the error as a string.
|
| - */
|
| -var getGLErrorAsString = function(gl, err) {
|
| - if (err === gl.NO_ERROR) {
|
| - return "NO_ERROR";
|
| - }
|
| - for (var name in gl) {
|
| - if (gl[name] === err) {
|
| - return name;
|
| - }
|
| - }
|
| - return err.toString();
|
| -};
|
| -
|
| -/**
|
| - * Wraps a WebGL function with a function that throws an exception if there is
|
| - * an error.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} fname Name of function to wrap.
|
| - * @return {function} The wrapped function.
|
| - */
|
| -var createGLErrorWrapper = function(context, fname) {
|
| - return function() {
|
| - var rv = context[fname].apply(context, arguments);
|
| - var err = context.getError();
|
| - if (err != 0)
|
| - throw "GL error " + getGLErrorAsString(err) + " in " + fname;
|
| - return rv;
|
| - };
|
| -};
|
| -
|
| -/**
|
| - * Creates a WebGL context where all functions are wrapped to throw an exception
|
| - * if there is an error.
|
| - * @param {!Canvas} canvas The HTML canvas to get a context from.
|
| - * @return {!Object} The wrapped context.
|
| - */
|
| -function create3DContextWithWrapperThatThrowsOnGLError(canvas) {
|
| - var context = create3DContext(canvas);
|
| - var wrap = {};
|
| - for (var i in context) {
|
| - try {
|
| - if (typeof context[i] == 'function') {
|
| - wrap[i] = createGLErrorWrapper(context, i);
|
| - } else {
|
| - wrap[i] = context[i];
|
| - }
|
| - } catch (e) {
|
| - error("createContextWrapperThatThrowsOnGLError: Error accessing " + i);
|
| - }
|
| - }
|
| - wrap.getError = function() {
|
| - return context.getError();
|
| - };
|
| - return wrap;
|
| -};
|
| -
|
| -/**
|
| - * Tests that an evaluated expression generates a specific GL error.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} glError The expected gl error.
|
| - * @param {string} evalSTr The string to evaluate.
|
| - */
|
| -var shouldGenerateGLError = function(gl, glError, evalStr) {
|
| - var exception;
|
| - try {
|
| - eval(evalStr);
|
| - } catch (e) {
|
| - exception = e;
|
| - }
|
| - if (exception) {
|
| - testFailed(evalStr + " threw exception " + exception);
|
| - } else {
|
| - var err = gl.getError();
|
| - if (err != glError) {
|
| - testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + ".");
|
| - } else {
|
| - testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glError) + ".");
|
| - }
|
| - }
|
| -};
|
| -
|
| -/**
|
| - * Tests that the first error GL returns is the specified error.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {number} glError The expected gl error.
|
| - * @param {string} opt_msg
|
| - */
|
| -var glErrorShouldBe = function(gl, glError, opt_msg) {
|
| - opt_msg = opt_msg || "";
|
| - var err = gl.getError();
|
| - if (err != glError) {
|
| - testFailed("getError expected: " + getGLErrorAsString(gl, glError) +
|
| - ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg);
|
| - } else {
|
| - testPassed("getError was expected value: " +
|
| - getGLErrorAsString(gl, glError) + " : " + opt_msg);
|
| - }
|
| -};
|
| -
|
| -/**
|
| - * Links a WebGL program, throws if there are errors.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {!WebGLProgram} program The WebGLProgram to link.
|
| - */
|
| -var linkProgram = function(gl, program) {
|
| - // Link the program
|
| - gl.linkProgram(program);
|
| -
|
| - // Check the link status
|
| - var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
| - if (!linked) {
|
| - // something went wrong with the link
|
| - var error = gl.getProgramInfoLog (program);
|
| -
|
| - testFailed("Error in program linking:" + error);
|
| -
|
| - gl.deleteProgram(program);
|
| - gl.deleteProgram(fragmentShader);
|
| - gl.deleteProgram(vertexShader);
|
| - }
|
| -};
|
| -
|
| -/**
|
| - * Sets up WebGL with shaders.
|
| - * @param {string} canvasName The id of the canvas.
|
| - * @param {string} vshader The id of the script tag that contains the vertex
|
| - * shader source.
|
| - * @param {string} fshader The id of the script tag that contains the fragment
|
| - * shader source.
|
| - * @param {!Array.<string>} attribs An array of attrib names used to bind
|
| - * attribs to the ordinal of the name in this array.
|
| - * @param {!Array.<number>} opt_clearColor The color to cla
|
| - * @return {!WebGLContext} The created WebGLContext.
|
| - */
|
| -var setupWebGLWithShaders = function(
|
| - canvasName, vshader, fshader, attribs) {
|
| - var canvas = document.getElementById(canvasName);
|
| - var gl = create3DContext(canvas);
|
| - if (!gl) {
|
| - testFailed("No WebGL context found");
|
| - }
|
| -
|
| - // create our shaders
|
| - var vertexShader = loadShaderFromScript(gl, vshader);
|
| - var fragmentShader = loadShaderFromScript(gl, fshader);
|
| -
|
| - if (!vertexShader || !fragmentShader) {
|
| - return null;
|
| - }
|
| -
|
| - // Create the program object
|
| - program = gl.createProgram();
|
| -
|
| - if (!program) {
|
| - return null;
|
| - }
|
| -
|
| - // Attach our two shaders to the program
|
| - gl.attachShader (program, vertexShader);
|
| - gl.attachShader (program, fragmentShader);
|
| -
|
| - // Bind attributes
|
| - for (var i in attribs) {
|
| - gl.bindAttribLocation (program, i, attribs[i]);
|
| - }
|
| -
|
| - linkProgram(gl, program);
|
| -
|
| - gl.useProgram(program);
|
| -
|
| - gl.clearColor(0,0,0,1);
|
| - gl.clearDepth(1);
|
| -
|
| - gl.enable(gl.DEPTH_TEST);
|
| - gl.enable(gl.BLEND);
|
| - gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
| -
|
| - gl.program = program;
|
| - return gl;
|
| -};
|
| -
|
| -/**
|
| - * Gets a file from a file/URL
|
| - * @param {string} file the URL of the file to get.
|
| - * @return {string} The contents of the file.
|
| - */
|
| -var readFile = function(file) {
|
| - var xhr = new XMLHttpRequest();
|
| - xhr.open("GET", file, false);
|
| - xhr.send();
|
| - return xhr.responseText.replace(/\r/g, "");
|
| -};
|
| -
|
| -/**
|
| - * Gets a file from a URL and parses it for filenames. IF a file name ends
|
| - * in .txt recursively reads that file and adds it to the list.
|
| - */
|
| -var readFileList = function(url) {
|
| - var files = [];
|
| - if (url.substr(url.length - 4) == '.txt') {
|
| - var lines = readFile(url).split('\n');
|
| - var prefix = '';
|
| - var lastSlash = url.lastIndexOf('/');
|
| - if (lastSlash >= 0) {
|
| - prefix = url.substr(0, lastSlash + 1);
|
| - }
|
| - for (var ii = 0; ii < lines.length; ++ii) {
|
| - var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
|
| - if (str.length > 4 &&
|
| - str[0] != '#' &&
|
| - str[0] != ";" &&
|
| - str.substr(0, 2) != "//") {
|
| - var names = str.split(/ +/);
|
| - if (names.length == 1) {
|
| - new_url = prefix + str;
|
| - files = files.concat(readFileList(new_url));
|
| - } else {
|
| - var s = "";
|
| - var p = "";
|
| - for (var jj = 0; jj < names.length; ++jj) {
|
| - s += p + prefix + names[jj];
|
| - p = " ";
|
| - }
|
| - files.push(s);
|
| - }
|
| - }
|
| - }
|
| - } else {
|
| - files.push(url);
|
| - }
|
| - return files;
|
| -};
|
| -
|
| -/**
|
| - * Loads a shader.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} shaderSource The shader source.
|
| - * @param {number} shaderType The type of shader.
|
| - * @return {!WebGLShader} The created shader.
|
| - */
|
| -var loadShader = function(gl, shaderSource, shaderType) {
|
| - // Create the shader object
|
| - var shader = gl.createShader(shaderType);
|
| - if (shader == null) {
|
| - error("*** Error: unable to create shader '"+shaderSource+"'");
|
| - return null;
|
| - }
|
| -
|
| - // Load the shader source
|
| - gl.shaderSource(shader, shaderSource);
|
| - var err = gl.getError();
|
| - if (err != gl.NO_ERROR) {
|
| - error("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err));
|
| - return null;
|
| - }
|
| -
|
| - // Compile the shader
|
| - gl.compileShader(shader);
|
| -
|
| - // Check the compile status
|
| - var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
| - if (!compiled) {
|
| - // Something went wrong during compilation; get the error
|
| - lastError = gl.getShaderInfoLog(shader);
|
| - error("*** Error compiling shader '" + shader + "':" + lastError);
|
| - gl.deleteShader(shader);
|
| - return null;
|
| - }
|
| -
|
| - return shader;
|
| -}
|
| -
|
| -/**
|
| - * Loads a shader from a URL.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {file} file The URL of the shader source.
|
| - * @param {number} type The type of shader.
|
| - * @return {!WebGLShader} The created shader.
|
| - */
|
| -var loadShaderFromFile = function(gl, file, type) {
|
| - var shaderSource = readFile(file);
|
| - return loadShader(gl, shaderSource, type);
|
| -};
|
| -
|
| -/**
|
| - * Loads a shader from a script tag.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} scriptId The id of the script tag.
|
| - * @param {number} opt_shaderType The type of shader. If not passed in it will
|
| - * be derived from the type of the script tag.
|
| - * @return {!WebGLShader} The created shader.
|
| - */
|
| -var loadShaderFromScript = function(gl, scriptId, opt_shaderType) {
|
| - var shaderSource = "";
|
| - var shaderType;
|
| - var shaderScript = document.getElementById(scriptId);
|
| - if (!shaderScript) {
|
| - throw("*** Error: unknown script element" + scriptId);
|
| - }
|
| - shaderSource = shaderScript.text;
|
| -
|
| - if (!opt_shaderType) {
|
| - if (shaderScript.type == "x-shader/x-vertex") {
|
| - shaderType = gl.VERTEX_SHADER;
|
| - } else if (shaderScript.type == "x-shader/x-fragment") {
|
| - shaderType = gl.FRAGMENT_SHADER;
|
| - } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
|
| - throw("*** Error: unknown shader type");
|
| - return null;
|
| - }
|
| - }
|
| -
|
| - return loadShader(
|
| - gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType);
|
| -};
|
| -
|
| -var loadStandardProgram = function(gl) {
|
| - var program = gl.createProgram();
|
| - gl.attachShader(program, loadStandardVertexShader(gl));
|
| - gl.attachShader(program, loadStandardFragmentShader(gl));
|
| - linkProgram(gl, program);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Loads shaders from files, creates a program, attaches the shaders and links.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} vertexShaderPath The URL of the vertex shader.
|
| - * @param {string} fragmentShaderPath The URL of the fragment shader.
|
| - * @return {!WebGLProgram} The created program.
|
| - */
|
| -var loadProgramFromFile = function(gl, vertexShaderPath, fragmentShaderPath) {
|
| - var program = gl.createProgram();
|
| - gl.attachShader(
|
| - program,
|
| - loadShaderFromFile(gl, vertexShaderPath, gl.VERTEX_SHADER));
|
| - gl.attachShader(
|
| - program,
|
| - loadShaderFromFile(gl, fragmentShaderPath, gl.FRAGMENT_SHADER));
|
| - linkProgram(gl, program);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Loads shaders from script tags, creates a program, attaches the shaders and
|
| - * links.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} vertexScriptId The id of the script tag that contains the
|
| - * vertex shader.
|
| - * @param {string} fragmentScriptId The id of the script tag that contains the
|
| - * fragment shader.
|
| - * @return {!WebGLProgram} The created program.
|
| - */
|
| -var loadProgramFromScript = function loadProgramFromScript(
|
| - gl, vertexScriptId, fragmentScriptId) {
|
| - var program = gl.createProgram();
|
| - gl.attachShader(
|
| - program,
|
| - loadShaderFromScript(gl, vertexScriptId, gl.VERTEX_SHADER));
|
| - gl.attachShader(
|
| - program,
|
| - loadShaderFromScript(gl, fragmentScriptId, gl.FRAGMENT_SHADER));
|
| - linkProgram(gl, program);
|
| - return program;
|
| -};
|
| -
|
| -/**
|
| - * Loads shaders from script tags, creates a program, attaches the shaders and
|
| - * links.
|
| - * @param {!WebGLContext} gl The WebGLContext to use.
|
| - * @param {string} vertexShader The vertex shader.
|
| - * @param {string} fragmentShader The fragment shader.
|
| - * @return {!WebGLProgram} The created program.
|
| - */
|
| -var loadProgram = function(gl, vertexShader, fragmentShader) {
|
| - var program = gl.createProgram();
|
| - gl.attachShader(
|
| - program,
|
| - loadShader(gl, vertexShader, gl.VERTEX_SHADER));
|
| - gl.attachShader(
|
| - program,
|
| - loadShader(gl, fragmentShader, gl.FRAGMENT_SHADER));
|
| - linkProgram(gl, program);
|
| - return program;
|
| -};
|
| -
|
| -var loadStandardVertexShader = function(gl) {
|
| - return loadShaderFromFile(
|
| - gl, "resources/vertexShader.vert", gl.VERTEX_SHADER);
|
| -};
|
| -
|
| -var loadStandardFragmentShader = function(gl) {
|
| - return loadShaderFromFile(
|
| - gl, "resources/fragmentShader.frag", gl.FRAGMENT_SHADER);
|
| -};
|
| -
|
| -/**
|
| - * Loads an image asynchronously.
|
| - * @param {string} url URL of image to load.
|
| - * @param {!function(!Element): void} callback Function to call
|
| - * with loaded image.
|
| - */
|
| -var loadImageAsync = function(url, callback) {
|
| - var img = document.createElement('img');
|
| - img.onload = function() {
|
| - callback(img);
|
| - };
|
| - img.src = url;
|
| -};
|
| -
|
| -/**
|
| - * Loads an array of images.
|
| - * @param {!Array.<string>} urls URLs of images to load.
|
| - * @param {!function(!{string, img}): void} callback. Callback
|
| - * that gets passed map of urls to img tags.
|
| - */
|
| -var loadImagesAsync = function(urls, callback) {
|
| - var count = 1;
|
| - var images = { };
|
| - function countDown() {
|
| - --count;
|
| - if (count == 0) {
|
| - callback(images);
|
| - }
|
| - }
|
| - function imageLoaded(url) {
|
| - return function(img) {
|
| - images[url] = img;
|
| - countDown();
|
| - }
|
| - }
|
| - for (var ii = 0; ii < urls.length; ++ii) {
|
| - ++count;
|
| - loadImageAsync(urls[ii], imageLoaded(urls[ii]));
|
| - }
|
| - countDown();
|
| -};
|
| -
|
| -return {
|
| - create3DContext: create3DContext,
|
| - create3DContextWithWrapperThatThrowsOnGLError:
|
| - create3DContextWithWrapperThatThrowsOnGLError,
|
| - checkCanvas: checkCanvas,
|
| - checkCanvasRect: checkCanvasRect,
|
| - createColoredTexture: createColoredTexture,
|
| - drawQuad: drawQuad,
|
| - endsWith: endsWith,
|
| - getLastError: getLastError,
|
| - glEnumToString: glEnumToString,
|
| - glErrorShouldBe: glErrorShouldBe,
|
| - fillTexture: fillTexture,
|
| - loadImageAsync: loadImageAsync,
|
| - loadImagesAsync: loadImagesAsync,
|
| - loadProgram: loadProgram,
|
| - loadProgramFromFile: loadProgramFromFile,
|
| - loadProgramFromScript: loadProgramFromScript,
|
| - loadShader: loadShader,
|
| - loadShaderFromFile: loadShaderFromFile,
|
| - loadShaderFromScript: loadShaderFromScript,
|
| - loadStandardProgram: loadStandardProgram,
|
| - loadStandardVertexShader: loadStandardVertexShader,
|
| - loadStandardFragmentShader: loadStandardFragmentShader,
|
| - loadTexture: loadTexture,
|
| - log: log,
|
| - loggingOff: loggingOff,
|
| - error: error,
|
| - setupProgram: setupProgram,
|
| - setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader,
|
| - setupSimpleTextureProgram: setupSimpleTextureProgram,
|
| - setupSimpleTextureVertexShader: setupSimpleTextureVertexShader,
|
| - setupTexturedQuad: setupTexturedQuad,
|
| - setupUnitQuad: setupUnitQuad,
|
| - setupWebGLWithShaders: setupWebGLWithShaders,
|
| - startsWith: startsWith,
|
| - shouldGenerateGLError: shouldGenerateGLError,
|
| - readFile: readFile,
|
| - readFileList: readFileList,
|
| -
|
| - none: false
|
| -};
|
| -
|
| -}());
|
| -
|
| -
|
|
|