gl-conformance
Version:
Khronos WebGL conformance test suite
2,853 lines • 111 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_shader_with_int_return_value_frag(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 = {
"fragmentShader": {
"type": "text/something-not-javascript",
"text": "\n// Shader with int return value from function call should succeed\nint functionResult();\n\nvoid main()\n{\n int r = functionResult();\n gl_FragColor = vec4(r, r, r, r);\n}\n\nint functionResult()\n{\n return 1;\n}\n"
}
};
ENVIRONMENT.canvasList = [].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 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);
} 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, 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);
}
};
/**
* 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, 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.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgramFromScript = function loadProgramFromScript(
gl, vertexScriptId, fragmentScriptId, opt_errorCallback) {
var program = gl.createProgram();
gl.attachShader(
program,
loadShaderFromScript(
gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback));
gl.attachShader(
program,
loadShaderFromScript(
gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback));
linkProgram(gl, program, opt_errorCallback);
return program;
};
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!WebGLShader} vertexShader The vertex shader.
* @param {!WebGLShader} fragmentShader The fragment shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var createProgram = function(gl, vertexShader, fragmentShader, opt_errorCallback) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
linkProgram(gl, program, opt_errorCallback);
return program;
};
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} vertexShader The vertex shader source.
* @param {string} fragmentShader The fragment shader source.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgram = function(
gl, vertexShader, fragmentShader, opt_errorCallback) {
var program;
var vs = loadShader(
gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback);
var fs = loadShader(
gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback);
if (vs && fs) {
program = createProgram(gl, vs, fs, opt_errorCallback)
}
if (vs) {
gl.deleteShader(vs);
}
if (fs) {
gl.deleteShader(fs);
}
return program;
};
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links but expects error.
*
* GLSL 1.0.17 10.27 effectively says that compileShader can
* always succeed as long as linkProgram fails so we can't
* rely on compileShader failing. This function expects
* one of the shader to fail OR linking to fail.
*
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} vertexShaderScriptId The vertex shader.
* @param {string} fragmentShaderScriptId The fragment shader.
* @return {WebGLProgram} The created program.
*/
var loadProgramFromScriptExpectError = function(
gl, vertexShaderScriptId, fragmentShaderScriptId) {
var vertexShader = loadShaderFromScript(gl, vertexShaderScriptId);
if (!vertexShader) {
return null;
}
var fragmentShader = loadShaderFromScript(gl, fragmentShaderScriptId);
if (!fragmentShader) {
return null;
}
var linkSuccess = true;
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
linkSuccess = true;
linkProgram(gl, program, function() {
linkSuccess = false;
});
return linkSuccess ? program : null;
};
var getActiveMap = function(gl, program, typeInfo) {
var numVariables = gl.getProgramParameter(program, gl[typeInfo.param]);
var variables = {};
for (var ii = 0; ii < numVariables; ++ii) {
var info = gl[typeInfo.activeFn](program, ii);
variables[info.name] = {
name: info.name,
size: info.size,
type: info.type,
location: gl[typeInfo.locFn](program, info.name)
};
}
return variables;
};
/**
* Returns a map of attrib names to info about those
* attribs
*
* eg:
* { "attrib1Name":
* {
* name: "attrib1Name",
* size: 1,
* type: gl.FLOAT_MAT2,
* location: 0
* },
* "attrib2Name[0]":
* {
* name: "attrib2Name[0]",
* size: 4,
* type: gl.FLOAT,
* location: 1
* },
* }
*
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {WebGLProgram} The program to query for attribs.
* @return the map.
*/
var getAttribMap = function(gl, program) {
return getActiveMap(gl, program, {
param: "ACTIVE_ATTRIBS",
activeFn: "getActiveAttrib",
locFn: "getAttribLocation"
});
};
/**
* Returns a map of uniform names to info about those uniform
*
* eg:
* { "uniform1Name":
* {
* name: "uniform1Name",
* size: 1,
* type: gl.FLOAT_MAT2,
* location: WebGLUniformLocation
* },
* "uniform2Name[0]":
* {
* name: "uniform2Name[0]",
* size: 4,
* type: gl.FLOAT,
* location: WebGLUniformLocation
* },
* }
*
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {WebGLProgram} The program to query for uniforms.
* @return the map.
*/
var getUniformMap = function(gl, program) {
return getActiveMap(gl, program, {
param: "ACTIVE_UNIFORMS",
activeFn: "getActiveUniform",
locFn: "getUniformLocation"
});
};
var basePath;
var getBasePath = function() {
return ''
};
var loadStandardVertexShader = function(gl) {
return loadShaderFromFile(
gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER);
};
var loadStandardFragmentShader = function(gl) {
return loadShaderFromFile(
gl, getBasePath() + "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) {
throw new Error("Image not supported")
};
/**
* 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) {
throw new Error("loadImagesAsync not supported")
};
var getUrlArguments = function() {
return {}
};
var makeImage = function(canvas) {
var imgData = canvas.getContext("2d").getImageData(
0, 0, canvas.width, canvas.height)
var img = new Image()
img._width = imgData.width
img._height = imgData.height
img._data = imgData.data
return img
};
var insertImage = function(element, caption, img) {};
var addShaderSource = function(element, label, source, opt_url) {};
// Add your prefix here.
var browserPrefixes = [
"",
"MOZ_",
"OP_",
"WEBKIT_"
];
/**
* Given an extension name like WEBGL_compressed_texture_s3tc
* returns the name of the supported version extension, like
* WEBKIT_WEBGL_compressed_teture_s3tc
* @param {string} name Name of extension to look for
* @return {string} name of extension found or undefined if not
* found.
*/
var getSupportedExtensionWithKnownPrefixes = function(gl, name) {
var supported = gl.getSupportedExtensions();
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
if (supported.indexOf(prefixedName) >= 0) {
return prefixedName;
}
}
};
/**
* Given an extension name like WEBGL_compressed_texture_s3tc
* returns the supported version extension, like
* WEBKIT_WEBGL_compressed_teture_s3tc
* @param {string} name Name of extension to look for
* @return {WebGLExtension} The extension or undefined if not
* found.
*/
var getExtensionWithKnownPrefixes = function(gl, name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
var ext = gl.getExtension(prefixedName);
if (ext) {
return ext;
}
}
};
var replaceRE = /\$\((\w+)\)/g;
/**
* Replaces strings with property values.
* Given a string like "hello $(first) $(last)" and an object
* like {first:"John", last:"Smith"} will return
* "hello John Smith".
* @param {string} str String to do replacements in
* @param {...} 1 or more objects conaining properties.
*/
var replaceParams = function(str) {
var args = arguments;
return str.replace(replaceRE, function(str, p1, offset, s) {
for (var ii = 1; ii < args.length; ++ii) {
if (args[ii][p1] !== undefined) {
return args[ii][p1];
}
}
throw "unknown string param '" + p1 + "'";
});
};
/**
* Provides requestAnimationFrame in a cross browser way.
*/
var requestAnimFrameImpl_;
var requestAnimFrame = function(callback, element) {
if (!requestAnimFrameImpl_) {
requestAnimFrameImpl_ = function() {
return function(callback, element) {
return setTimeout(callback, 1000 / 70);
};
}();
}
return requestAnimFrameImpl_(callback, element);
};
/**
* Provides cancelAnimationFrame in a cross browser way.
*/
var cancelAnimFrame = (function() {
return clearTimeout;
})();
/**
* Waits for the browser to composite the canvas associated with
* the WebGL context passed in.
*/
var waitForComposite = function(gl, callback) {
if (typeof gl === 'function') {
callback = gl;
}
var frames = 5;
var countDown = function() {
if (frames == 0) {
callback();
} else {
--frames;
requestAnimFrame(countDown);
}
};
countDown();
};
/**
* Starts playing a video and waits for it to be consumable.
* @param {!HTMLVideoElement} video An HTML5 Video element.
* @param {!function(!HTMLVideoElement): void>} callback. Function to call when
* video is ready.
*/
var startPlayingAndWaitForVideo = function(video, callback) {
var gotPlaying = false;
var gotTimeUpdate = false;
var maybeCallCallback = function() {
if (gotPlaying && gotTimeUpdate && callback) {
callback(video);
callback = undefined;
video.removeEventListener('playing', playingListener, true);
video.removeEventListener('timeupdate', timeupdateListener, true);
}
};
var playingListener = function() {
gotPlaying = true;
maybeCallCallback();
};
var timeupdateListener = function() {
// Checking to make sure the current time has advanced beyond
// the start time seems to be a reliable heuristic that the
// video element has data that can be consumed.
if (video.currentTime > 0.0) {
gotTimeUpdate = true;
maybeCallCallback();
}
};
video.addEventListener('playing', playingListener, true);
video.addEventListener('timeupdate', timeupdateListener, true);
video.loop = true;
video.play();
};
/**
* Runs an array of functions, yielding to the browser between each step.
* If you want to know when all the steps are finished add a last step.
* @param {!Array.<function(): void>} steps. Array of functions.
*/
var runSteps = function(steps) {
if (!steps.length) {
return;
}
// copy steps so they can't be modifed.
var stepsToRun = steps.slice();
var currentStep = 0;
var runNextStep = function() {
stepsToRun[currentStep++]();
if (currentStep < stepsToRun.length) {
setTimeout(runNextStep, 1);
}
};
runNextStep();
};
/**
* Given an extension name like WEBGL_compressed_texture_s3tc
* returns the supported version extension, like
* WEBKIT_WEBGL_compressed_teture_s3tc
* @param {string} name Name of extension to look for.
* @return {WebGLExtension} The extension or undefined if not
* found.
*/
var getExtensionWithKnownPrefixes = function(gl, name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
var ext = gl.getExtension(prefixedName);
if (ext) {
return ext;
}
}
};
/**
* Returns possible prefixed versions of an extension's name.
* @param {string} name Name of extension. May already include a prefix.
* @return {Array.<string>} Variations of the extension name with known
* browser prefixes.
*/
var getExtensionPrefixedNames = function(name) {
var unprefix = function(name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
if (browserPrefixes[ii].length > 0 &&
name.substring(0, browserPrefixes[ii].length).toLowerCase() ===
browserPrefixes[ii].toLowerCase()) {
return name.substring(browserPrefixes[ii].length);
}
}
return name;
}
var unprefixed = unprefix(name);
var variations = [];
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
variations.push(browserPrefixes[ii] + unprefixed);
}
return variations;
};
return {
addShaderSource: addShaderSource,
cancelAnimFrame: cancelAnimFrame,
create3DContext: create3DContext,
create3DContextWithWrapperThatThrowsOnGLError: create3DContextWithWrapperThatThrowsOnGLError,
checkCanvas: checkCanvas,
checkCanvasRect: checkCanvasRect,
checkCanvasRectColor: checkCanvasRectColor,
checkAreaInAndOut: checkAreaInAndOut,
createColoredTexture: createColoredTexture,
createProgram: createProgram,
clearAndDrawUnitQuad: clearAndDrawUnitQuad,
clearAndDrawIndexedQuad: clearAndDrawIndexedQuad,
drawUnitQuad: drawUnitQuad,
drawIndexedQuad: drawIndexedQuad,
drawUByteColorQuad: drawUByteColorQuad,
drawFloatColorQuad: drawFloatColorQuad,
endsWith: endsWith,
fillTexture: fillTexture,
getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes,
getFileListAsync: getFileListAsync,
getLastError: getLastError,
getScript: getScript,
getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes,
getUrlArguments: getUrlArguments,
getUrlOptions: getUrlOptions,
getAttribMap: getAttribMap,
getUniformMap: getUniformMap,
glEnumToString: glEnumToString,
glErrorShouldBe: glErrorShouldBe,
hasAttributeCaseInsensitive: hasAttributeCaseInsensitive,
insertImage: insertImage,
loadImageAsync: loadImageAsync,
loadImagesAsync: loadImagesAsync,
loadProgram: loadProgram,
loadProgramFromFile: loadProgramFromFile,
loadProgramFromScript: loadProgramFromScript,
loadProgramFromScriptExpectError: loadProgramFromScriptExpectError,
loadShader: loadShader,
loadShaderFromFile: loadShaderFromFile,
loadShaderFromScript: loadShaderFromScript,
loadStandardProgram: loadStandardProgram,
loadStandardVertexShader: loadStandardVertexShader,
loadStandardFragmentShader: loadStandardFragmentShader,
loadTextFileAsync: loadTextFileAsync,
loadTexture: loadTexture,
log: log,
loggingOff: loggingOff,
makeImage: makeImage,
error: error,
shallowCopyObject: shallowCopyObject,
setupColorQuad: setupColorQuad,
setupProgram: setupProgram,
setupIndexedQuad: setupIndexedQuad,
setupIndexedQuadWithOptions: setupIndexedQuadWithOptions,
setupSimpleColorFragmentShader: setupSimpleColorFragmentShader,
setupSimpleColorVertexShader: setupSimpleColorVertexShader,
setupSimpleColorProgram: setupSimpleColorProgram,
setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader,
setupSimpleTextureProgram: setupSimpleTextureProgram,
setupSimpleTextureVertexShader: setupSimpleTextureVertexShader,
setupSimpleVertexColorFragmentShader: setupSimpleVertexColorFragmentShader,
setupSimpleVertexColorProgram: setupSimpleVertexColorProgram,
setupSimpleVertexColorVertexShader: setupSimpleVertexColorVertexShader,
setupNoTexCoordTextureProgram: setupNoTexCoordTextureProgram,
setupNoTexCoordTextureVertexShader: setupNoTexCoordTextureVertexShader,
setupTexturedQuad: setupTexturedQuad,
setupTexturedQuadWithTexCoords: setupTexturedQuadWithTexCoords,
setupUnitQuad: setupUnitQuad,
setupUnitQuadWithTexCoords: setupUnitQuadWithTexCoords,
setupQuad: setupQuad,
setFloatDrawColor: setFloatDrawColor,
setUByteDrawColor: setUByteDrawColor,
startPlayingAndWaitForVideo: startPlayingAndWaitForVideo,
startsWith: startsWith,
shouldGenerateGLError: shouldGenerateGLError,
readFile: readFile,
readFileList: readFileList,
replaceParams: replaceParams,
requestAnimFrame: requestAnimFrame,
waitForComposite: waitForComposite,
runSteps: runSteps,
getExtensionPrefixedNames: getExtensionPrefixedNames,
getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes,
none: false
}
}
var WebGLTestUtils = createTestUtils();;;
/*
** 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.
*/
GLSLConformanceTester = (function() {
var CONSOLE = (1, eval)('console')
var wtu = WebGLTestUtils
var defaultVertexShader = [
'attribute vec4 vPosition;',
'void main()',
'{',
' gl_Position = vPosition;',
'}'
].join('\n')
var defaultFragmentShader = [
'precision mediump float;',
'void main()',
'{',
' gl_FragColor = vec4(1.0,0.0,0.0,1.0);',
'}'
].join('\n')
function log(msg) {
CONSOLE.log(msg)
}
var vShaderDB = {}
var fShaderDB = {}
/**
* vShaderSource: the source code for vertex shader
* vShaderSuccess: true if vertex shader compiliation should
* succeed.
* fShaderSource: the source code for fragment shader
* fShaderSuccess: true if fragment shader compiliation should
* succeed.
* linkSuccess: true of link should succeed
* passMsg: msg to describe success condition.
* render: if true render to unit quad. Green = success
*
*/
function runOneTest(gl, info) {
var passMsg = info.passMsg
debug('')
debug('test: ' + passMsg)
if (info.vShaderSource === undefined) {
if (info.vShaderId) {
info.vShaderSource = document.getElementById(info.vShaderId).text
} else {
info.vShader = 'defaultVertexShader'
info.vShaderSource = defaultVertexShader
}
}
if (info.fShaderSource === undefined) {
if (info.fShaderId) {
info.fShaderSource = document.getElementById(info.fShaderId).text
} else {
info.fShader = 'defaultFragmentShader'
info.fShaderSource = defaultFragmentShader
}
}
var vLabel = (info.vShaderSource == defaultVertexShader ? 'default' : 'test') + ' vertex shader'
var fLabel = (info.fShaderSource == defaultFragmentShader ? 'default' : 'test') + ' fragment shader'
var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) :
info.vShaderSource
// Reuse identical shaders so we test shared shader.
var vShader = vShaderDB[vSource]
if (!vShader) {
vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER)
if (info.vShaderTest) {
if (!info.vShaderTest(vShader)) {
testFailed('[vertex shader test] ' + passMsg)
return
}
}
// As per GLSL 1.0.17 10.27 we can only check for success on
// compileShader, not failure.
if (info.vShaderSuccess && !vShader) {
testFailed('[unexpected vertex shader compile status] (expected: ' +
info.vShaderSuccess + ') ' + passMsg)
}
// Save the shaders so we test shared shader.
if (vShader) {
vShaderDB[vSource] = vShader
}
}
var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) :
info.fShaderSource
// Reuse identical shaders so we test shared shader.
var fShader = fShaderDB[fSource]
if (!fShader) {
fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER)
if (info.fShaderTest) {
if (!info.fShaderTest(fShader)) {
testFailed('[fragment shdaer test] ' + passMsg)
return
}
}
// debug(fShader == null ? "fail" : "succeed")
// As per GLSL 1.0.17 10.27 we can only check for success on
// compileShader, not failure.
if (info.fShaderSuccess && !fShader) {
testFailed('[unexpected fragment shader compile status] (expected: ' +
info.fShaderSuccess + ') ' + passMsg)
return
}
// Safe the shaders so we test shared shader.
if (fShader) {
fShaderDB[fSource] = fShader
}
}
if (vShader && fShader) {
var program = gl.createProgram()
gl.attachShader(program, vShader)
gl.attachShader(program, fShader)
if (vSource.indexOf('vPosition') >= 0) {
gl.bindAttribLocation(program, 0, 'vPosition')
}
if (vSource.indexOf('texCoord0') >= 0) {
gl.bindAttribLocation(program, 1, 'texCoord0')
}
gl.linkProgram(program)
var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0)
if (!linked) {
var error = gl.getProgramInfoLog(program)
log("*** Error linking program '" + program + "':" + error)
}
if (linked != info.linkSuccess) {
testFailed('[unexpected link status] ' + passMsg)
return
}
} else {
if (info.linkSuccess) {
testFailed('[link failed] ' + passMsg)
return
}
}
if (!info.render) {
testPassed(passMsg)
return
}
gl.useProgram(program)
wtu.setupUnitQuad(gl)
wtu.clearAndDrawUnitQuad(gl)
wtu.checkCanvas(gl, [0, 255, 0, 255], 'should be green', 0)
}
function runTests(shaderInfos) {
var wtu = WebGLTestUtils
var canvas = document.createElement('canvas')
canvas.width = 32
canvas.height = 32
var gl = wtu.create3DContext(canvas)
if (!gl) {
testFailed('context does not exist')
finishTest()
return
}
for (var ii = 0; ii < shaderInfos.length; ++ii) {
runOneTest(gl, shaderInfos[ii])
}
finishTest()
}
function loadExternalShaders(filename, passMsg) {
var shaderInfos = []
var lines = wtu.readFileList(filename)
for (var ii = 0; ii < lines.length; ++ii) {
var info = {
vShaderSource: defaultVertexShader,
vShaderSuccess: true,
fShaderSource: defaultFragmentShader,
fShaderSuccess: true,
linkSuccess: true,
}
var line = lines[ii]
var files = line.split(/ +/)
var passMsg = ''
for (var jj = 0; jj < files.length; ++jj) {
var file = files[jj]
var shaderSource = wtu.readFile(file)
var firstLine = shaderSource.split('\n')[0]
var success = undefined
if (firstLine.indexOf('fail') >= 0) {
success = false
} else if (firstLine.indexOf('succeed') >= 0) {
success = true
}
if (success === undefined) {
testFailed('bad first line in ' + file + ':' + firstLine)
continue
}
if (!wtu.startsWith(firstLine, '// ')) {
testFailed('bad first line in ' + file + ':' + firstLine)
continue
}
passMsg = passMsg + (passMsg.length ? ', ' : '') + firstLine.substr(3)
if (wtu.endsWith(file, '.vert')) {
info.vShaderSource = shaderSource
info.vShaderSuccess = success
} else if (wtu.endsWith(file, '.frag')) {
info.fShaderSource = shaderSource
info.fShaderSuccess = success
}
}
info.linkSuccess = info.vShaderSuccess && info.fShaderSuccess
info.passMsg = passMsg
shaderInfos.push(info)
}
return shaderInfos
}
function getSource(elem) {
var str = elem.text
return str.replace(/^\s*/, '').replace(/\s*$/, '')
}
function getPassMessage(source) {
var lines = source.split('\n')
return lines[0].substring(3)
}
function getSuccess(msg) {
if (msg.indexOf('fail') >= 0) {
return false
}
if (msg.indexOf('succeed') >= 0) {
return true
}
testFailed("bad test description. Must have 'fail' or 'success'")
}
function setupTest() {
var vShaderElem = document.getElementById('vertexShader')
var vShaderSource = defaultVertexShader
var vShaderSuccess = true
var fShaderElem = document.getElementById('fragmentShader')
var fShaderSource = defaultFragmentShader
var fShaderSuccess = true
var passMsg = undefined
if (vShaderElem) {
vShaderSource = getSource(vShaderElem)
passMsg = getPassMessage(vShaderSource)
vShaderSuccess = getSuccess(passMsg)
}
if (fShaderElem) {
fShaderSource = getSource(fShaderElem)
passMsg = getPassMessage(fShaderSource)
fShaderSuccess = getSuccess(passMsg)
}
var linkSuccess = vShaderSuccess && fShaderSuccess
if (passMsg === undefined) {
testFailed('no test shader found.')
finishTest()
return
}
var info = {
vShaderSource: vShaderSource,
vShaderSuccess: vShaderSuccess,
fShaderSource: fShaderSource,
fShaderSuccess: fShaderSuccess,
linkSuccess: linkSuccess,
passMsg: passMsg
}
return info
}
function runTest() {
var info = setupTest()
description(info.passMsg)
runTests([info])
}
function runRenderTests(tests) {
for (var ii = 0; ii < tests.length; ++ii) {
tests[ii].render = true
}
runTests(tests)
}
function runRenderTest() {
var info = setupTest()
description(info.passMsg)
runRenderTests([info])
}
return {
runTest: runTest,
runTests: runTests,
runRenderTest: runRenderTest,
runRenderTests: runRenderTests,
loadExternalShaders: loadExternalShaders,
none: false,
}
}());
/******************* BEGIN TEST CASE *******************/
"use strict";
GLSLConformanceTester.runTest();
var successfullyParsed = true;;
/******************* END TEST CASE *******************/
if (ENVIRONMENT.postHook) {
ENVIRONMENT.postHook();
}
};
module.exports = glsl_misc_shader_with_int_return_value_frag