gl-conformance
Version:
Khronos WebGL conformance test suite
1,302 lines (1,178 loc) • 102 kB
JavaScript
/*eslint-disable */
var _windowShim = require("../lib/shims/window-shim");
var _documentShim = require("../lib/shims/document-shim");
var _canvasShim = require("../lib/shims/canvas-shim");
var _imageShim = require("../lib/shims/image-shim");
var _rafShim = require("../lib/shims/raf-shim");
var _RESOURCES = require("./resources.json");
function glsl_misc_glsl_function_nodes(ENVIRONMENT) {
var HTMLElement = function() {};
ENVIRONMENT.CONTEXT_LIST = [];
ENVIRONMENT.tape.end = (function(tape_end) {
return function() {
_rafShim.clear();
ENVIRONMENT.CONTEXT_LIST.forEach(function(gl) {
(gl.destroy && gl.destroy());
});
ENVIRONMENT.CONTEXT_LIST = [];
tape_end.call(ENVIRONMENT.tape);
}
})(ENVIRONMENT.tape.end);
ENVIRONMENT._createContext = ENVIRONMENT.createContext;
ENVIRONMENT.createContext = function(w, h, o) {
var gl = ENVIRONMENT._createContext(w, h, o);
ENVIRONMENT.CONTEXT_LIST.push(gl);
return gl;
};
ENVIRONMENT.document = _documentShim(ENVIRONMENT);
ENVIRONMENT.window = _windowShim(ENVIRONMENT);
ENVIRONMENT.scriptList = {
"vshaderFunction": {
"type": "x-shader/x-vertex",
"text": "\nattribute vec4 aPosition;\nvarying vec4 vColor;\n\nfloat sign_emu(float value) {\n if (value == 0.0) return 0.0;\n return value > 0.0 ? 1.0 : -1.0;\n}\n\nvoid main()\n{\n gl_Position = aPosition;\n vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));\n vec4 color = vec4(\n texcoord,\n texcoord.x * texcoord.y,\n (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);\n vColor = vec4(\n sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,\n sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,\n 0,\n 1);\n}\n"
},
"vshaderMacro": {
"type": "x-shader/x-vertex",
"text": "\nattribute vec4 aPosition;\nvarying vec4 vColor;\n\n#define sign_emu(value) ((value) == 0.0 ? 0.0 : ((value) > 0.0 ? 1.0 : -1.0))\n\nvoid main()\n{\n gl_Position = aPosition;\n vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));\n vec4 color = vec4(\n texcoord,\n texcoord.x * texcoord.y,\n (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);\n vColor = vec4(\n sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,\n sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,\n 0,\n 1);\n}\n"
},
"fshader": {
"type": "x-shader/x-fragment",
"text": "\nprecision mediump float;\nvarying vec4 vColor;\nvoid main()\n{\n gl_FragColor = vColor;\n}\n"
}
};
ENVIRONMENT.canvasList = [{
"id": "canvasFunction",
"width": "50",
"height": "50"
}, {
"id": "canvasMacro",
"width": "50",
"height": "50"
}].map(function(opts) {
return _canvasShim(ENVIRONMENT, opts);
});
ENVIRONMENT.RESOURCES = _RESOURCES;
ENVIRONMENT.BASEPATH = "glsl/misc";
var document = ENVIRONMENT.document;
var window = ENVIRONMENT.window;
var Image = _imageShim;
var requestAnimationFrame = _rafShim.requestAnimationFrame;
var cancelAnimationFrame = _rafShim.cancelAnimationFrame;;
/*
** 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 CONSOLE = (1, eval)("console")
function enableJSTestPreVerboseLogging() {}
function initTestingHarnessWaitUntilDone() {}
function initTestingHarness() {}
function nonKhronosFrameworkNotifyDone() {
// WebKit Specific code. Add your code here.
ENVIRONMENT.tape.end()
}
function reportTestResultsToHarness(success, msg) {
//Garbage
}
function notifyFinishedToHarness() {
ENVIRONMENT.tape.end()
}
function description(msg) {
CONSOLE.log("DESCRIPTION:", msg)
}
function debug(msg) {
CONSOLE.log("DEBUG:", msg)
}
function escapeHTML(text) {
return text.replace(/&/g, "&").replace(/</g, "<");
}
function testPassed(msg) {
ENVIRONMENT.tape.pass(msg)
}
function testFailed(msg) {
ENVIRONMENT.tape.fail(msg)
}
function areArraysEqual(_a, _b) {
try {
if (_a.length !== _b.length)
return false;
for (var i = 0; i < _a.length; i++)
if (_a[i] !== _b[i])
return false;
} catch (ex) {
return false;
}
return true;
}
function isMinusZero(n) {
// the only way to tell 0 from -0 in JS is the fact that 1/-0 is
// -Infinity instead of Infinity
return n === 0 && 1 / n < 0;
}
function isResultCorrect(_actual, _expected) {
if (_expected === 0)
return _actual === _expected && (1 / _actual) === (1 / _expected);
if (_actual === _expected)
return true;
if (typeof(_expected) == "number" && isNaN(_expected))
return typeof(_actual) == "number" && isNaN(_actual);
if (Object.prototype.toString.call(_expected) == Object.prototype.toString.call([]))
return areArraysEqual(_actual, _expected);
return false;
}
function stringify(v) {
if (v === 0 && 1 / v < 0)
return "-0";
else return "" + v;
}
function evalAndLog(_a) {
if (typeof _a != "string")
debug("WARN: tryAndLog() expects a string argument");
// Log first in case things go horribly wrong or this causes a sync event.
debug(_a);
var _av;
try {
_av = eval(_a);
} catch (e) {
testFailed(_a + " threw exception " + e);
}
return _av;
}
function shouldBe(_a, _b, quiet) {
if (typeof _a != "string" || typeof _b != "string")
debug("WARN: shouldBe() expects string arguments");
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
var _bv = eval(_b);
if (exception)
testFailed(_a + " should be " + _bv + ". Threw exception " + exception);
else if (isResultCorrect(_av, _bv)) {
if (!quiet) {
testPassed(_a + " is " + _b);
}
} else if (typeof(_av) == typeof(_bv))
testFailed(_a + " should be " + _bv + ". Was " + stringify(_av) + ".");
else
testFailed(_a + " should be " + _bv + " (of type " + typeof _bv + "). Was " + _av + " (of type " + typeof _av + ").");
}
function shouldNotBe(_a, _b, quiet) {
if (typeof _a != "string" || typeof _b != "string")
debug("WARN: shouldNotBe() expects string arguments");
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
var _bv = eval(_b);
if (exception)
testFailed(_a + " should not be " + _bv + ". Threw exception " + exception);
else if (!isResultCorrect(_av, _bv)) {
if (!quiet) {
testPassed(_a + " is not " + _b);
}
} else
testFailed(_a + " should not be " + _bv + ".");
}
function shouldBeTrue(_a) {
shouldBe(_a, "true");
}
function shouldBeFalse(_a) {
shouldBe(_a, "false");
}
function shouldBeNaN(_a) {
shouldBe(_a, "NaN");
}
function shouldBeNull(_a) {
shouldBe(_a, "null");
}
function shouldBeEqualToString(a, b) {
var unevaledString = '"' + b.replace(/"/g, "\"") + '"';
shouldBe(a, unevaledString);
}
function shouldEvaluateTo(actual, expected) {
// A general-purpose comparator. 'actual' should be a string to be
// evaluated, as for shouldBe(). 'expected' may be any type and will be
// used without being eval'ed.
if (expected == null) {
// Do this before the object test, since null is of type 'object'.
shouldBeNull(actual);
} else if (typeof expected == "undefined") {
shouldBeUndefined(actual);
} else if (typeof expected == "function") {
// All this fuss is to avoid the string-arg warning from shouldBe().
try {
actualValue = eval(actual);
} catch (e) {
testFailed("Evaluating " + actual + ": Threw exception " + e);
return;
}
shouldBe("'" + actualValue.toString().replace(/\n/g, "") + "'",
"'" + expected.toString().replace(/\n/g, "") + "'");
} else if (typeof expected == "object") {
shouldBeTrue(actual + " == '" + expected + "'");
} else if (typeof expected == "string") {
shouldBe(actual, expected);
} else if (typeof expected == "boolean") {
shouldBe("typeof " + actual, "'boolean'");
if (expected)
shouldBeTrue(actual);
else
shouldBeFalse(actual);
} else if (typeof expected == "number") {
shouldBe(actual, stringify(expected));
} else {
debug(expected + " is unknown type " + typeof expected);
shouldBeTrue(actual, "'" + expected.toString() + "'");
}
}
function shouldBeNonZero(_a) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
if (exception)
testFailed(_a + " should be non-zero. Threw exception " + exception);
else if (_av != 0)
testPassed(_a + " is non-zero.");
else
testFailed(_a + " should be non-zero. Was " + _av);
}
function shouldBeNonNull(_a) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
if (exception)
testFailed(_a + " should be non-null. Threw exception " + exception);
else if (_av != null)
testPassed(_a + " is non-null.");
else
testFailed(_a + " should be non-null. Was " + _av);
}
function shouldBeUndefined(_a) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
if (exception)
testFailed(_a + " should be undefined. Threw exception " + exception);
else if (typeof _av == "undefined")
testPassed(_a + " is undefined.");
else
testFailed(_a + " should be undefined. Was " + _av);
}
function shouldBeDefined(_a) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
if (exception)
testFailed(_a + " should be defined. Threw exception " + exception);
else if (_av !== undefined)
testPassed(_a + " is defined.");
else
testFailed(_a + " should be defined. Was " + _av);
}
function shouldBeGreaterThanOrEqual(_a, _b) {
if (typeof _a != "string" || typeof _b != "string")
debug("WARN: shouldBeGreaterThanOrEqual expects string arguments");
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
var _bv = eval(_b);
if (exception)
testFailed(_a + " should be >= " + _b + ". Threw exception " + exception);
else if (typeof _av == "undefined" || _av < _bv)
testFailed(_a + " should be >= " + _b + ". Was " + _av + " (of type " + typeof _av + ").");
else
testPassed(_a + " is >= " + _b);
}
function expectTrue(v, msg) {
if (v) {
testPassed(msg);
} else {
testFailed(msg);
}
}
function shouldThrow(_a, _e) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
var _ev;
if (_e)
_ev = eval(_e);
if (exception) {
if (typeof _e == "undefined" || exception == _ev)
testPassed(_a + " threw exception " + exception + ".");
else
testFailed(_a + " should throw " + (typeof _e == "undefined" ? "an exception" : _ev) + ". Threw exception " + exception + ".");
} else if (typeof _av == "undefined")
testFailed(_a + " should throw " + (typeof _e == "undefined" ? "an exception" : _ev) + ". Was undefined.");
else
testFailed(_a + " should throw " + (typeof _e == "undefined" ? "an exception" : _ev) + ". Was " + _av + ".");
}
function shouldBeType(_a, _type) {
var exception;
var _av;
try {
_av = eval(_a);
} catch (e) {
exception = e;
}
var _typev = eval(_type);
if (_av instanceof _typev) {
testPassed(_a + " is an instance of " + _type);
} else {
testFailed(_a + " is not an instance of " + _type);
}
}
function assertMsg(assertion, msg) {
if (assertion) {
testPassed(msg);
} else {
testFailed(msg);
}
}
function gc() {}
function finishTest() {
ENVIRONMENT.tape.end()
};;
/*
** 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 Func