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@pixelshift.ai/gl-conformance

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/* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are 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 Materials. ** ** THE MATERIALS ARE 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 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ var canvas = null function createTestUtils() { "use strict" var console = (1,eval)("console") var path = require("path").posix /** * Wrapped logging function. * @param {string} msg The message to log. */ var log = function(msg) { console.log(msg) }; /** * Wrapped logging function. * @param {string} msg The message to log. */ var error = function(msg) { console.log(msg) }; /** * Turn off all logging. */ var loggingOff = function() { log = function() {}; error = function() {}; }; /** * Converts a WebGL enum to a string * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} value The enum value. * @return {string} The enum as a string. */ var glEnumToString = function(gl, value) { for (var p in gl) { if (gl[p] == value) { return p; } } return "0x" + value.toString(16); }; var lastError = ""; /** * Returns the last compiler/linker error. * @return {string} The last compiler/linker error. */ var getLastError = function() { return lastError; }; /** * Whether a haystack ends with a needle. * @param {string} haystack String to search * @param {string} needle String to search for. * @param {boolean} True if haystack ends with needle. */ var endsWith = function(haystack, needle) { return haystack.substr(haystack.length - needle.length) === needle; }; /** * Whether a haystack starts with a needle. * @param {string} haystack String to search * @param {string} needle String to search for. * @param {boolean} True if haystack starts with needle. */ var startsWith = function(haystack, needle) { return haystack.substr(0, needle.length) === needle; }; /** * A vertex shader for a single texture. * @type {string} */ var simpleTextureVertexShader = [ 'attribute vec4 vPosition;', 'attribute vec2 texCoord0;', 'varying vec2 texCoord;', 'void main() {', ' gl_Position = vPosition;', ' texCoord = texCoord0;', '}'].join('\n'); /** * A fragment shader for a single texture. * @type {string} */ var simpleTextureFragmentShader = [ 'precision mediump float;', 'uniform sampler2D tex;', 'varying vec2 texCoord;', 'void main() {', ' gl_FragData[0] = texture2D(tex, texCoord);', '}'].join('\n'); /** * A vertex shader for a single texture. * @type {string} */ var noTexCoordTextureVertexShader = [ 'attribute vec4 vPosition;', 'varying vec2 texCoord;', 'void main() {', ' gl_Position = vPosition;', ' texCoord = vPosition.xy * 0.5 + 0.5;', '}'].join('\n'); /** * A vertex shader for a uniform color. * @type {string} */ var simpleColorVertexShader = [ 'attribute vec4 vPosition;', 'void main() {', ' gl_Position = vPosition;', '}'].join('\n'); /** * A fragment shader for a uniform color. * @type {string} */ var simpleColorFragmentShader = [ 'precision mediump float;', 'uniform vec4 u_color;', 'void main() {', ' gl_FragData[0] = u_color;', '}'].join('\n'); /** * A vertex shader for vertex colors. * @type {string} */ var simpleVertexColorVertexShader = [ 'attribute vec4 vPosition;', 'attribute vec4 a_color;', 'varying vec4 v_color;', 'void main() {', ' gl_Position = vPosition;', ' v_color = a_color;', '}'].join('\n'); /** * A fragment shader for vertex colors. * @type {string} */ var simpleVertexColorFragmentShader = [ 'precision mediump float;', 'varying vec4 v_color;', 'void main() {', ' gl_FragData[0] = v_color;', '}'].join('\n'); /** * Creates a simple texture vertex shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleTextureVertexShader = function(gl) { return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); }; /** * Creates a simple texture fragment shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleTextureFragmentShader = function(gl) { return loadShader( gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); }; /** * Creates a texture vertex shader that doesn't need texcoords. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupNoTexCoordTextureVertexShader = function(gl) { return loadShader(gl, noTexCoordTextureVertexShader, gl.VERTEX_SHADER); }; /** * Creates a simple vertex color vertex shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleVertexColorVertexShader = function(gl) { return loadShader(gl, simpleVertexColorVertexShader, gl.VERTEX_SHADER); }; /** * Creates a simple vertex color fragment shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleVertexColorFragmentShader = function(gl) { return loadShader( gl, simpleVertexColorFragmentShader, gl.FRAGMENT_SHADER); }; /** * Creates a simple color vertex shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleColorVertexShader = function(gl) { return loadShader(gl, simpleColorVertexShader, gl.VERTEX_SHADER); }; /** * Creates a simple color fragment shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleColorFragmentShader = function(gl) { return loadShader( gl, simpleColorFragmentShader, gl.FRAGMENT_SHADER); }; /** * Creates a program, attaches shaders, binds attrib locations, links the * program and calls useProgram. * @param {!Array.<!WebGLShader|string>} shaders The shaders to * attach, or the source, or the id of a script to get * the source from. * @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 realShaders = []; var program = gl.createProgram(); var shaderType = undefined; for (var ii = 0; ii < shaders.length; ++ii) { var shader = shaders[ii]; if (typeof shader == 'string') { var element = ENVIRONMENT.scriptList[shader]; if (element) { if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment") shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER; shader = loadShaderFromScript(gl, shader, shaderType); } else if (endsWith(shader, ".vert")) { shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER); } else if (endsWith(shader, ".frag")) { shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER); } else { shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER); } } gl.attachShader(program, shader); } 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 a simple texture program. * @param {!WebGLContext} gl The WebGLContext to use. * @return {WebGLProgram} */ var setupNoTexCoordTextureProgram = function(gl) { var vs = setupNoTexCoordTextureVertexShader(gl); var fs = setupSimpleTextureFragmentShader(gl); if (!vs || !fs) { return null; } var program = setupProgram( gl, [vs, fs], ['vPosition'], [0]); if (!program) { gl.deleteShader(fs); gl.deleteShader(vs); } 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 a simple vertex color program. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} opt_positionLocation The attrib location for position. * @param {number} opt_vertexColorLocation The attrib location * for vertex colors. * @return {WebGLProgram} */ var setupSimpleVertexColorProgram = function( gl, opt_positionLocation, opt_vertexColorLocation) { opt_positionLocation = opt_positionLocation || 0; opt_vertexColorLocation = opt_vertexColorLocation || 1; var vs = setupSimpleVertexColorVertexShader(gl); var fs = setupSimpleVertexColorFragmentShader(gl); if (!vs || !fs) { return null; } var program = setupProgram( gl, [vs, fs], ['vPosition', 'a_color'], [opt_positionLocation, opt_vertexColorLocation]); if (!program) { gl.deleteShader(fs); gl.deleteShader(vs); } gl.useProgram(program); return program; }; /** * Creates a simple color program. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} opt_positionLocation The attrib location for position. * @return {WebGLProgram} */ var setupSimpleColorProgram = function(gl, opt_positionLocation) { opt_positionLocation = opt_positionLocation || 0; var vs = setupSimpleColorVertexShader(gl); var fs = setupSimpleColorFragmentShader(gl); if (!vs || !fs) { return null; } var program = setupProgram( gl, [vs, fs], ['vPosition'], [opt_positionLocation]); 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 {!WebGLRenderingContext} gl The WebGLRenderingContext 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) { return setupUnitQuadWithTexCoords(gl, [ 0.0, 0.0 ], [ 1.0, 1.0 ], opt_positionLocation, opt_texcoordLocation); }; /** * Creates buffers for a textured unit quad with specified lower left * and upper right texture coordinates, and attaches them to vertex * attribs. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. * @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 setupUnitQuadWithTexCoords = function( gl, lowerLeftTexCoords, upperRightTexCoords, opt_positionLocation, opt_texcoordLocation) { return setupQuad(gl, { positionLocation: opt_positionLocation || 0, texcoordLocation: opt_texcoordLocation || 1, lowerLeftTexCoords: lowerLeftTexCoords, upperRightTexCoords: upperRightTexCoords, }); }; /** * Makes a quad with various options. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {!Object} options. * * scale: scale to multiple unit quad values by. default 1.0. * positionLocation: attribute location for position. * texcoordLocation: attribute location for texcoords. * If this does not exist no texture coords are created. * lowerLeftTexCoords: an array of 2 values for the * lowerLeftTexCoords. * upperRightTexCoords: an array of 2 values for the * upperRightTexCoords. */ var setupQuad = function(gl, options) { var positionLocation = options.positionLocation || 0; var scale = options.scale || 1; var objects = []; var vertexObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0 * scale , 1.0 * scale, -1.0 * scale , 1.0 * scale, -1.0 * scale , -1.0 * scale, 1.0 * scale , 1.0 * scale, -1.0 * scale , -1.0 * scale, 1.0 * scale , -1.0 * scale,]), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); objects.push(vertexObject); if (options.texcoordLocation !== undefined) { var llx = options.lowerLeftTexCoords[0]; var lly = options.lowerLeftTexCoords[1]; var urx = options.upperRightTexCoords[0]; var ury = options.upperRightTexCoords[1]; var vertexObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ urx, ury, llx, ury, llx, lly, urx, ury, llx, lly, urx, lly]), gl.STATIC_DRAW); gl.enableVertexAttribArray(options.texcoordLocation); gl.vertexAttribPointer(options.texcoordLocation, 2, gl.FLOAT, false, 0, 0); objects.push(vertexObject); } return objects; }; /** * Creates a program and buffers for rendering a textured quad. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {number} opt_positionLocation The attrib location for * position. Default = 0. * @param {number} opt_texcoordLocation The attrib location for * texture coords. Default = 1. * @return {!WebGLProgram} */ var setupTexturedQuad = function( gl, opt_positionLocation, opt_texcoordLocation) { var program = setupSimpleTextureProgram( gl, opt_positionLocation, opt_texcoordLocation); setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); return program; }; /** * Creates a program and buffers for rendering a color quad. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {number} opt_positionLocation The attrib location for position. * @return {!WebGLProgram} */ var setupColorQuad = function(gl, opt_positionLocation) { opt_positionLocation = opt_positionLocation || 0; var program = setupSimpleColorProgram(gl); setupUnitQuad(gl, opt_positionLocation); return program; }; /** * Creates a program and buffers for rendering a textured quad with * specified lower left and upper right texture coordinates. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner. * @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner. * @param {number} opt_positionLocation The attrib location for position. * @param {number} opt_texcoordLocation The attrib location for texture coords. * @return {!WebGLProgram} */ var setupTexturedQuadWithTexCoords = function( gl, lowerLeftTexCoords, upperRightTexCoords, opt_positionLocation, opt_texcoordLocation) { var program = setupSimpleTextureProgram( gl, opt_positionLocation, opt_texcoordLocation); setupUnitQuadWithTexCoords(gl, lowerLeftTexCoords, upperRightTexCoords, opt_positionLocation, opt_texcoordLocation); return program; }; /** * Creates a unit quad with only positions of a given resolution. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {number} gridRes The resolution of the mesh grid, * expressed in the number of quads across and down. * @param {number} opt_positionLocation The attrib location for position. */ var setupIndexedQuad = function ( gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { return setupIndexedQuadWithOptions(gl, { gridRes: gridRes, positionLocation: opt_positionLocation, flipOddTriangles: opt_flipOddTriangles }); }; /** * Creates a quad with various options. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {!Object) options The options. See below. * @return {!Array.<WebGLBuffer>} The created buffers. * [positions, <colors>, indices] * * Options: * gridRes: number of quads across and down grid. * positionLocation: attrib location for position * flipOddTriangles: reverse order of vertices of every other * triangle * positionOffset: offset added to each vertex * positionMult: multipier for each vertex * colorLocation: attrib location for vertex colors. If * undefined no vertex colors will be created. */ var setupIndexedQuadWithOptions = function (gl, options) { var positionLocation = options.positionLocation || 0; var objects = []; var gridRes = options.gridRes || 1; var positionOffset = options.positionOffset || 0; var positionMult = options.positionMult || 1; var vertsAcross = gridRes + 1; var numVerts = vertsAcross * vertsAcross; var positions = new Float32Array(numVerts * 3); var indices = new Uint16Array(6 * gridRes * gridRes); var poffset = 0; for (var yy = 0; yy <= gridRes; ++yy) { for (var xx = 0; xx <= gridRes; ++xx) { positions[poffset + 0] = (-1 + 2 * xx / gridRes) * positionMult + positionOffset; positions[poffset + 1] = (-1 + 2 * yy / gridRes) * positionMult + positionOffset; positions[poffset + 2] = 0; poffset += 3; } } var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); objects.push(buf); if (options.colorLocation !== undefined) { var colors = new Float32Array(numVerts * 4); for (var yy = 0; yy <= gridRes; ++yy) { for (var xx = 0; xx <= gridRes; ++xx) { if (options.color !== undefined) { colors[poffset + 0] = options.color[0]; colors[poffset + 1] = options.color[1]; colors[poffset + 2] = options.color[2]; colors[poffset + 3] = options.color[3]; } else { colors[poffset + 0] = xx / gridRes; colors[poffset + 1] = yy / gridRes; colors[poffset + 2] = (xx / gridRes) * (yy / gridRes); colors[poffset + 3] = (yy % 2) * 0.5 + 0.5; } poffset += 4; } } var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); gl.enableVertexAttribArray(options.colorLocation); gl.vertexAttribPointer(options.colorLocation, 4, gl.FLOAT, false, 0, 0); objects.push(buf); } var tbase = 0; for (var yy = 0; yy < gridRes; ++yy) { var index = yy * vertsAcross; for (var xx = 0; xx < gridRes; ++xx) { indices[tbase + 0] = index + 0; indices[tbase + 1] = index + 1; indices[tbase + 2] = index + vertsAcross; indices[tbase + 3] = index + vertsAcross; indices[tbase + 4] = index + 1; indices[tbase + 5] = index + vertsAcross + 1; if (options.flipOddTriangles) { indices[tbase + 4] = index + vertsAcross + 1; indices[tbase + 5] = index + 1; } index += 1; tbase += 6; } } var buf = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); objects.push(buf); return objects; }; /** * Fills the given texture with a solid color * @param {!WebGLContext} gl The WebGLContext to use. * @param {!WebGLTexture} tex The texture to fill. * @param {number} width The width of the texture to create. * @param {number} height The height of the texture to create. * @param {!Array.<number>} color The color to fill with. A 4 element array * where each element is in the range 0 to 255. * @param {number} opt_level The level of the texture to fill. Default = 0. */ var fillTexture = function(gl, tex, width, height, color, opt_level) { opt_level = opt_level || 0; var numPixels = width * height; var size = numPixels * 4; var buf = new Uint8Array(size); for (var ii = 0; ii < numPixels; ++ii) { var off = ii * 4; buf[off + 0] = color[0]; buf[off + 1] = color[1]; buf[off + 2] = color[2]; buf[off + 3] = color[3]; } gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D( gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf); }; /** * Creates a textures and fills it with a solid color * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} width The width of the texture to create. * @param {number} height The height of the texture to create. * @param {!Array.<number>} color The color to fill with. A 4 element array * where each element is in the range 0 to 255. * @return {!WebGLTexture} */ var createColoredTexture = function(gl, width, height, color) { var tex = gl.createTexture(); fillTexture(gl, tex, width, height, color); return tex; }; var ubyteToFloat = function(c) { return c / 255; }; var ubyteColorToFloatColor = function(color) { var floatColor = []; for (var ii = 0; ii < color.length; ++ii) { floatColor[ii] = ubyteToFloat(color[ii]); } return floatColor; }; /** * Sets the "u_color" uniform of the current program to color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.<number> color 4 element array of 0-1 color * components. */ var setFloatDrawColor = function(gl, color) { var program = gl.getParameter(gl.CURRENT_PROGRAM); var colorLocation = gl.getUniformLocation(program, "u_color"); gl.uniform4fv(colorLocation, color); }; /** * Sets the "u_color" uniform of the current program to color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.<number> color 4 element array of 0-255 color * components. */ var setUByteDrawColor = function(gl, color) { setFloatDrawColor(gl, ubyteColorToFloatColor(color)); }; /** * Draws a previously setup quad in the given color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.<number>} color The color to draw with. A 4 * element array where each element is in the range 0 to * 1. */ var drawFloatColorQuad = function(gl, color) { var program = gl.getParameter(gl.CURRENT_PROGRAM); var colorLocation = gl.getUniformLocation(program, "u_color"); gl.uniform4fv(colorLocation, color); gl.drawArrays(gl.TRIANGLES, 0, 6); }; /** * Draws a previously setup quad in the given color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.<number>} color The color to draw with. A 4 * element array where each element is in the range 0 to * 255. */ var drawUByteColorQuad = function(gl, color) { drawFloatColorQuad(gl, ubyteColorToFloatColor(color)); }; /** * Draws a previously setupUnitQuad. * @param {!WebGLContext} gl The WebGLContext to use. */ var drawUnitQuad = function(gl) { gl.drawArrays(gl.TRIANGLES, 0, 6); }; /** * Clears then Draws a previously setupUnitQuad. * @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 clearAndDrawUnitQuad = 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); drawUnitQuad(gl); }; /** * Draws a quad previsouly settup with setupIndexedQuad. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} gridRes Resolution of grid. */ var drawIndexedQuad = function(gl, gridRes) { gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0); }; /** * Draws a previously setupIndexedQuad * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} gridRes Resolution of grid. * @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 clearAndDrawIndexedQuad = function(gl, gridRes, 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); drawIndexedQuad(gl, gridRes); }; /** * 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 {number} opt_errorRange Optional. Acceptable error in * color checking. 0 by default. * @param {!function()} sameFn Function to call if all pixels * are the same as color. * @param {!function()} differentFn Function to call if a pixel * is different than color * @param {!function()} logFn Function to call for logging. */ var checkCanvasRectColor = function(gl, x, y, width, height, color, opt_errorRange, sameFn, differentFn, logFn) { var errorRange = opt_errorRange || 0; if (!errorRange.length) { errorRange = [errorRange, errorRange, errorRange, errorRange] } var buf; if (gl instanceof WebGLRenderingContext) { buf = new Uint8Array(width * height * 4); gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); } else { buf = gl.getImageData(x, y, width, height).data; } 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[j]) { differentFn(); var was = buf[offset + 0].toString(); for (j = 1; j < color.length; ++j) { was += "," + buf[offset + j]; } logFn('at (' + (x + (i % width)) + ', ' + (y + Math.floor(i / width)) + ') expected: ' + color + ' was ' + was); return; } } } sameFn(); }; /** * 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} opt_msg Message to associate with success. Eg * ("should be red"). * @param {number} opt_errorRange Optional. Acceptable error in * color checking. 0 by default. */ var checkCanvasRect = function(gl, x, y, width, height, color, opt_msg, opt_errorRange) { var msg = opt_msg; if (msg === undefined) { msg = "should be " + color.toString(); } checkCanvasRectColor( gl, x, y, width, height, color, opt_errorRange, function() { testPassed(msg); }, function() { testFailed(msg); }, debug); }; /** * Checks a rectangular area both inside the area and outside * the area. * @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The * WebGLRenderingContext or 2D context to use. * @param {number} x left corner of region to check. * @param {number} y bottom corner of region to check in case of checking from * a GL context or top corner in case of checking from a 2D context. * @param {number} width width of region to check. * @param {number} height width of region to check. * @param {!Array.<number>} innerColor The color expected inside * the area. A 4 element array where each element is in the * range 0 to 255. * @param {!Array.<number>} outerColor The color expected * outside. A 4 element array where each element is in the * range 0 to 255. * @param {!number} opt_edgeSize: The number of pixels to skip * around the edges of the area. Defaut 0. * @param {!{width:number, height:number}} opt_outerDimensions * The outer dimensions. Default the size of gl.canvas. */ var checkAreaInAndOut = function(gl, x, y, width, height, innerColor, outerColor, opt_edgeSize, opt_outerDimensions) { var outerDimensions = opt_outerDimensions || { width: gl.canvas.width, height: gl.canvas.height }; var edgeSize = opt_edgeSize || 0; checkCanvasRect(gl, x + edgeSize, y + edgeSize, width - edgeSize * 2, height - edgeSize * 2, innerColor); checkCanvasRect(gl, 0, 0, x - edgeSize, outerDimensions.height, outerColor); checkCanvasRect(gl, x + width + edgeSize, 0, outerDimensions.width - x - width - edgeSize, outerDimensions.height, outerColor); checkCanvasRect(gl, 0, 0, outerDimensions.width, y - edgeSize, outerColor); checkCanvasRect(gl, 0, y + height + edgeSize, outerDimensions.width, outerDimensions.height - y - height - edgeSize, outerColor); }; /** * 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; }; /** * Makes a shallow copy of an object. * @param {!Object) src Object to copy * @return {!Object} The copy of src. */ var shallowCopyObject = function(src) { var dst = {}; for (var attr in src) { if (src.hasOwnProperty(attr)) { dst[attr] = src[attr]; } } return dst; }; /** * Checks if an attribute exists on an object case insensitive. * @param {!Object) obj Object to check * @param {string} attr Name of attribute to look for. * @return {string?} The name of the attribute if it exists, * undefined if not. */ var hasAttributeCaseInsensitive = function(obj, attr) { var lower = attr.toLowerCase(); for (var key in obj) { if (obj.hasOwnProperty(key) && key.toLowerCase() == lower) { return key; } } }; /** * Returns a map of URL querystring options * @return {Object?} Object containing all the values in the URL querystring */ var getUrlOptions = function() { return {} }; /** * Creates a webgl context. * @param {!Canvas|string} opt_canvas The canvas tag to get * context from. If one is not passed in one will be * created. If it's a string it's assumed to be the id of a * canvas. * @return {!WebGLContext} The created context. */ var create3DContext = function(opt_canvas, opt_attributes) { var width = 500 var height = 500 if(opt_canvas) { if(typeof opt_canvas === 'string') { var canvasList = ENVIRONMENT.canvasList for(var i=0; i<canvasList.length; ++i) { if(canvasList[i].id === opt_canvas) { width = canvasList[i].width || 500 height = canvasList[i].height || 500 var ctx = ENVIRONMENT.createContext(width, height, opt_attributes) ctx.canvas = canvasList[i] ctx.canvas._gl = ctx canvas = ctx.canvas return ctx } } } else { width = opt_canvas.width || 512 height = opt_canvas.height || 512 var ctx = ENVIRONMENT.createContext(width, height, opt_attributes) ctx.canvas = opt_canvas ctx.canvas._gl = ctx canvas = ctx.canvas return ctx } } var ctx = ENVIRONMENT.createContext(width, height, opt_attributes) canvas = document.createElement("canvas") ctx.canvas = canvas ctx.canvas._gl = ctx return ctx } /** * 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 != context.NO_ERROR) throw "GL error " + getGLErrorAsString(context, 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); return -1; } else { return glErrorShouldBe(gl, glError, "after evaluating: " + evalStr); } }; /** * Tests that an evaluated expression either throws an exception or generates a specific GL error. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors. * @param {string} evalStr The string to evaluate. * @param {string} opt_msg The optional message to display. */ var shouldThrowOrGenerateGLError = function(gl, glErrors, evalStr, opt_msg) { var exception; try { eval(evalStr); } catch (e) { exception = e; } if (exception) { testPassed(evalStr + " threw exception " + exception); return 0; } else { if (!opt_msg) { opt_msg = "after evaluating: " + evalStr; } return glErrorShouldBe(gl, glErrors, opt_msg); } }; /** * Tests that the first error GL returns is the specified error. * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use. * @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors. * @param {string} opt_msg Optional additional message. */ var glErrorShouldBe = function(gl, glErrors, opt_msg) { if (!glErrors.length) { glErrors = [glErrors]; } opt_msg = opt_msg || ""; var err = gl.getError(); var ndx = glErrors.indexOf(err); var errStrs = []; for (var ii = 0; ii < glErrors.length; ++ii) { errStrs.push(glEnumToString(gl, glErrors[ii])); } var expected = errStrs.join(" or "); if (ndx < 0) { var msg = "getError expected" + ((glErrors.length > 1) ? " one of: " : ": "); testFailed(msg + expected + ". Was " + glEnumToString(gl, err) + " : " + opt_msg); } else { var msg = "getError was " + ((glErrors.length > 1) ? "one of: " : "expected value: "); testPassed(msg + expected + " : " + opt_msg); } return err; }; /** * Links a WebGL program, throws if there are errors. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!WebGLProgram} program The WebGLProgram to link. * @param {function(string): void) opt_errorCallback callback for errors. */ var linkProgram = function(gl, program, opt_errorCallback) { var errFn = opt_errorCallback || testFailed; // 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); errFn("Error in program linking:" + error); gl.deleteProgram(program); } }; /** * Loads text from an external file. This function is synchronous. * @param {string} url The url of the external file. * @param {!function(bool, string): void} callback that is sent a bool for * success and the string. */ var loadTextFileAsync = function(url, callback) { setTimeout(function() { var file = ENVIRONMENT.RESOURCES[path.join(ENVIRONMENT.BASEPATH, url)] if(file) { var buf = new Buffer(file, 'base64') callback(true, buf.toString()) } else { throw new Error('error loading file: ' + url) } }, 1) }; /** * Recursively loads a file as a list. Each line is parsed for a relative * path. If the file ends in .txt the contents of that file is inserted in * the list. * * @param {string} url The url of the external file. * @param {!function(bool, Array<string>): void} callback that is sent a bool * for success and the array of strings. */ var getFileListAsync = function(url, callback) { var files = []; var getFileListImpl = function(url, callback) { var files = []; if (url.substr(url.length - 4) == '.txt') { loadTextFileAsync(url, function() { return function(success, text) { if (!success) { callback(false, ''); return; } var lines = text.split('\n'); var prefix = ''; var lastSlash = url.lastIndexOf('/'); if (lastSlash >= 0) { prefix = url.substr(0, lastSlash + 1); } var fail = false; var count = 1; var index = 0; for (var ii = 0; ii < lines.length; ++ii) { var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); if (str.length > 4 && str[0] != '#' && str[0] != ";" && str.substr(0, 2) != "//") { var names = str.split(/ +/); new_url = prefix + str; if (names.length == 1) { new_url = prefix + str; ++count; getFileListImpl(new_url, function(index) { return function(success, new_files) { log("got files: " + new_files.length); if (success) { files[index] = new_files; } finish(success); }; }(index++)); } else { var s = ""; var p = ""; for (var jj = 0; jj < names.length; ++jj) { s += p + prefix + names[jj]; p = " "; } files[index++] = s; } } } finish(true); function finish(success) { if (!success) { fail = true; } --count; log("count: " + count); if (!count) { callback(!fail, files); } } } }()); } else { files.push(url); callback(true, files); } }; getFileListImpl(url, function(success, files) { // flatten var flat = []; flatten(files); function flatten(files) { for (var ii = 0; ii < files.length; ++ii) { var value = files[ii]; if (typeof(value) == "string") { flat.push(value); } else { flatten(value); } } } callback(success, flat); }); }; /** * Gets a file from a file/URL * @param {string} file the URL of the file to get. * @return {string} The contents of the file. */ var readFile = function(file) { var buf = new Buffer(ENVIRONMENT.RESOURCES[path.join('resources', file)], 'base64') var text = buf.toString() return text.replace(/\r/g, ""); }; var readFileList = function(url) { var files = []; if (url.substr(url.length - 4) == '.txt') { var lines = readFile(url).split('\n'); var prefix = ''; var lastSlash = url.lastIndexOf('/'); if (lastSlash >= 0) { prefix = url.substr(0, lastSlash + 1); } for (var ii = 0; ii < lines.length; ++ii) { var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); if (str.length > 4 && str[0] != '#' && str[0] != ";" && str.substr(0, 2) != "//") { var names = str.split(/ +/); if (names.length == 1) { new_url = prefix + str; files = files.concat(readFileList(new_url)); } else { var s = ""; var p = ""; for (var jj = 0; jj < names.length; ++jj) { s += p + prefix + names[jj]; p = " "; } files.push(s); } } } } else { files.push(url); } return files; }; /** * Loads a shader. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} shaderSource The shader source. * @param {number} shaderType The type of shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) { var errFn = opt_errorCallback || error; // Create the shader object var shader = gl.createShader(shaderType); if (shader == null) { errFn("*** Error: unable to create shader '"+shaderSource+"'"); return null; } // Load the shader source gl.getError() gl.shaderSource(shader, shaderSource); var err = gl.getError(); if (err != gl.NO_ERROR) { errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)); return null; } // Compile the shader gl.compileShader(shader); // Check the compile status var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (!compiled) { // Something went wrong during compilation; get the error lastError = gl.getShaderInfoLog(shader); errFn("*** Error compiling " + glEnumToString(gl, shaderType) + " '" + shader + "':" + lastError); gl.deleteShader(shader); return null; } return shader; } /** * Loads a shader from a URL. * @param {!WebGLContext} gl The WebGLContext to use. * @param {file} file The URL of the shader source. * @param {number} type The type of shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShaderFromFile = function(gl, file, type, opt_errorCallback) { var shaderSource = readFile(file); return loadShader(gl, shaderSource, type, opt_errorCallback); }; /** * Gets the content of script. */ var getScript = function(scriptId) { var shaderScript = ENVIRONMENT.scriptList[scriptId]; if (!shaderScript) { throw("*** Error: unknown script element" + scriptId); } return shaderScript.text; }; /** * Loads a shader from a script tag. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} scriptId The id of the script tag. * @param {number} opt_shaderType The type of shader. If not passed in it will * be derived from the type of the script tag. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShaderFromScript = function( gl, scriptId, opt_shaderType, opt_errorCallback) { var shaderSource = ""; var shaderType; var shaderScript = ENVIRONMENT.scriptList[scriptId]; if (!shaderScript) { throw("*** Error: unknown script element " + scriptId); } shaderSource = shaderScript.text; if (!opt_shaderType) { if (shaderScript.type == "x-shader/x-vertex") { shaderType = gl.VERTEX_SHADER; } else if (shaderScript.type == "x-shader/x-fragment") { shaderType = gl.FRAGMENT_SHADER; } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) { throw("*** Error: unknown shader type"); return null; } } return loadShader( gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, opt_errorCallback); }; var loadStandardProgram = function(gl) { var program = gl.createProgram(); gl.attachShader(program, loadStandardVertexShader(gl)); gl.attachShader(program, loadStandardFragmentShader(gl)); gl.bindAttribLocation(program, 0, "a_vertex"); gl.bindAttribLocation(program, 1, "a_normal"); linkProgram(gl, program); return program; }; /** * Loads shaders from files, creates a program, attaches the shaders and links. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} vertexShaderPath The URL of the vertex shader. * @param {string} fragmentShaderPath The URL of the fragment shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLProgram} The created program. */ var loadProgramFromFile = function( gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { var program = gl.createProgram(); var vs = loadShaderFromFile( gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback); var fs = loadShaderFromFile( gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback); if (vs && fs) { gl.attachShader(program, vs); gl.attachShader(program, fs); linkProgram(gl, program, opt_errorCallback); } if (vs) { gl.deleteShader(vs); } if (fs) { gl.deleteShader(fs); } return program; }; /** * Loads shaders from script tags,