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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 WebGLTestUtils = (function() { | |
6 | |
7 /** | |
8 * Wrapped logging function. | |
9 * @param {string} msg The message to log. | |
10 */ | |
11 var log = function(msg) { | |
12 if (window.console && window.console.log) { | |
13 window.console.log(msg); | |
14 } | |
15 }; | |
16 | |
17 /** | |
18 * Wrapped logging function. | |
19 * @param {string} msg The message to log. | |
20 */ | |
21 var error = function(msg) { | |
22 if (window.console) { | |
23 if (window.console.error) { | |
24 window.console.error(msg); | |
25 } | |
26 else if (window.console.log) { | |
27 window.console.log(msg); | |
28 } | |
29 } | |
30 }; | |
31 | |
32 /** | |
33 * Turn off all logging. | |
34 */ | |
35 var loggingOff = function() { | |
36 log = function() {}; | |
37 error = function() {}; | |
38 }; | |
39 | |
40 /** | |
41 * Converts a WebGL enum to a string | |
42 * @param {!WebGLContext} gl The WebGLContext to use. | |
43 * @param {number} value The enum value. | |
44 * @return {string} The enum as a string. | |
45 */ | |
46 var glEnumToString = function(gl, value) { | |
47 for (var p in gl) { | |
48 if (gl[p] == value) { | |
49 return p; | |
50 } | |
51 } | |
52 return "0x" + value.toString(16); | |
53 }; | |
54 | |
55 var lastError = ""; | |
56 | |
57 /** | |
58 * Returns the last compiler/linker error. | |
59 * @return {string} The last compiler/linker error. | |
60 */ | |
61 var getLastError = function() { | |
62 return lastError; | |
63 }; | |
64 | |
65 /** | |
66 * Whether a haystack ends with a needle. | |
67 * @param {string} haystack String to search | |
68 * @param {string} needle String to search for. | |
69 * @param {boolean} True if haystack ends with needle. | |
70 */ | |
71 var endsWith = function(haystack, needle) { | |
72 return haystack.substr(haystack.length - needle.length) === needle; | |
73 }; | |
74 | |
75 /** | |
76 * Whether a haystack starts with a needle. | |
77 * @param {string} haystack String to search | |
78 * @param {string} needle String to search for. | |
79 * @param {boolean} True if haystack starts with needle. | |
80 */ | |
81 var startsWith = function(haystack, needle) { | |
82 return haystack.substr(0, needle.length) === needle; | |
83 }; | |
84 | |
85 /** | |
86 * A vertex shader for a single texture. | |
87 * @type {string} | |
88 */ | |
89 var simpleTextureVertexShader = [ | |
90 'attribute vec4 vPosition;', | |
91 'attribute vec2 texCoord0;', | |
92 'varying vec2 texCoord;', | |
93 'void main() {', | |
94 ' gl_Position = vPosition;', | |
95 ' texCoord = texCoord0;', | |
96 '}'].join('\n'); | |
97 | |
98 /** | |
99 * A fragment shader for a single texture. | |
100 * @type {string} | |
101 */ | |
102 var simpleTextureFragmentShader = [ | |
103 'precision mediump float;', | |
104 'uniform sampler2D tex;', | |
105 'varying vec2 texCoord;', | |
106 'void main() {', | |
107 ' gl_FragData[0] = texture2D(tex, texCoord);', | |
108 '}'].join('\n'); | |
109 | |
110 /** | |
111 * Creates a simple texture vertex shader. | |
112 * @param {!WebGLContext} gl The WebGLContext to use. | |
113 * @return {!WebGLShader} | |
114 */ | |
115 var setupSimpleTextureVertexShader = function(gl) { | |
116 return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); | |
117 }; | |
118 | |
119 /** | |
120 * Creates a simple texture fragment shader. | |
121 * @param {!WebGLContext} gl The WebGLContext to use. | |
122 * @return {!WebGLShader} | |
123 */ | |
124 var setupSimpleTextureFragmentShader = function(gl) { | |
125 return loadShader( | |
126 gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); | |
127 }; | |
128 | |
129 /** | |
130 * Creates a program, attaches shaders, binds attrib locations, links the | |
131 * program and calls useProgram. | |
132 * @param {!Array.<!WebGLShader>} shaders The shaders to attach . | |
133 * @param {!Array.<string>} opt_attribs The attribs names. | |
134 * @param {!Array.<number>} opt_locations The locations for the attribs. | |
135 */ | |
136 var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { | |
137 var program = gl.createProgram(); | |
138 for (var ii = 0; ii < shaders.length; ++ii) { | |
139 gl.attachShader(program, shaders[ii]); | |
140 } | |
141 if (opt_attribs) { | |
142 for (var ii = 0; ii < opt_attribs.length; ++ii) { | |
143 gl.bindAttribLocation( | |
144 program, | |
145 opt_locations ? opt_locations[ii] : ii, | |
146 opt_attribs[ii]); | |
147 } | |
148 } | |
149 gl.linkProgram(program); | |
150 | |
151 // Check the link status | |
152 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); | |
153 if (!linked) { | |
154 // something went wrong with the link | |
155 lastError = gl.getProgramInfoLog (program); | |
156 error("Error in program linking:" + lastError); | |
157 | |
158 gl.deleteProgram(program); | |
159 return null; | |
160 } | |
161 | |
162 gl.useProgram(program); | |
163 return program; | |
164 }; | |
165 | |
166 /** | |
167 * Creates a simple texture program. | |
168 * @param {!WebGLContext} gl The WebGLContext to use. | |
169 * @param {number} opt_positionLocation The attrib location for position. | |
170 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
171 * @return {WebGLProgram} | |
172 */ | |
173 var setupSimpleTextureProgram = function( | |
174 gl, opt_positionLocation, opt_texcoordLocation) { | |
175 opt_positionLocation = opt_positionLocation || 0; | |
176 opt_texcoordLocation = opt_texcoordLocation || 1; | |
177 var vs = setupSimpleTextureVertexShader(gl); | |
178 var fs = setupSimpleTextureFragmentShader(gl); | |
179 if (!vs || !fs) { | |
180 return null; | |
181 } | |
182 var program = setupProgram( | |
183 gl, | |
184 [vs, fs], | |
185 ['vPosition', 'texCoord0'], | |
186 [opt_positionLocation, opt_texcoordLocation]); | |
187 if (!program) { | |
188 gl.deleteShader(fs); | |
189 gl.deleteShader(vs); | |
190 } | |
191 gl.useProgram(program); | |
192 return program; | |
193 }; | |
194 | |
195 /** | |
196 * Creates buffers for a textured unit quad and attaches them to vertex attribs. | |
197 * @param {!WebGLContext} gl The WebGLContext to use. | |
198 * @param {number} opt_positionLocation The attrib location for position. | |
199 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
200 * @return {!Array.<WebGLBuffer>} The buffer objects that were | |
201 * created. | |
202 */ | |
203 var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { | |
204 opt_positionLocation = opt_positionLocation || 0; | |
205 opt_texcoordLocation = opt_texcoordLocation || 1; | |
206 var objects = []; | |
207 | |
208 var vertexObject = gl.createBuffer(); | |
209 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
210 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
211 1.0, 1.0, 0.0, | |
212 -1.0, 1.0, 0.0, | |
213 -1.0, -1.0, 0.0, | |
214 1.0, 1.0, 0.0, | |
215 -1.0, -1.0, 0.0, | |
216 1.0, -1.0, 0.0]), gl.STATIC_DRAW); | |
217 gl.enableVertexAttribArray(opt_positionLocation); | |
218 gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); | |
219 objects.push(vertexObject); | |
220 | |
221 var vertexObject = gl.createBuffer(); | |
222 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
223 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
224 1.0, 1.0, | |
225 0.0, 1.0, | |
226 0.0, 0.0, | |
227 1.0, 1.0, | |
228 0.0, 0.0, | |
229 1.0, 0.0]), gl.STATIC_DRAW); | |
230 gl.enableVertexAttribArray(opt_texcoordLocation); | |
231 gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); | |
232 objects.push(vertexObject); | |
233 return objects; | |
234 }; | |
235 | |
236 /** | |
237 * Creates a program and buffers for rendering a textured quad. | |
238 * @param {!WebGLContext} gl The WebGLContext to use. | |
239 * @param {number} opt_positionLocation The attrib location for position. | |
240 * @param {number} opt_texcoordLocation The attrib location for texture coords. | |
241 * @return {!WebGLProgram} | |
242 */ | |
243 var setupTexturedQuad = function( | |
244 gl, opt_positionLocation, opt_texcoordLocation) { | |
245 var program = setupSimpleTextureProgram( | |
246 gl, opt_positionLocation, opt_texcoordLocation); | |
247 setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); | |
248 return program; | |
249 }; | |
250 | |
251 /** | |
252 * Creates a unit quad with only positions of a given rez | |
253 * @param {!WebGLContext} gl The WebGLContext to use. | |
254 * @param {number} gridRez The resolution of the mesh grid. | |
255 * @param {number} opt_positionLocation The attrib location for position. | |
256 */ | |
257 var setupQuad = function ( | |
258 gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { | |
259 var positionLocation = opt_positionLocation || 0; | |
260 var objects = []; | |
261 | |
262 var vertsAcross = gridRes + 1; | |
263 var numVerts = vertsAcross * vertsAcross; | |
264 var positions = new Float32Array(numVerts * 3); | |
265 var indices = new Uint16Array(6 * gridRes * gridRes); | |
266 | |
267 var poffset = 0; | |
268 | |
269 for (var yy = 0; yy <= gridRes; ++yy) { | |
270 for (var xx = 0; xx <= gridRes; ++xx) { | |
271 positions[poffset + 0] = -1 + 2 * xx / gridRes; | |
272 positions[poffset + 1] = -1 + 2 * yy / gridRes; | |
273 positions[poffset + 2] = 0; | |
274 | |
275 poffset += 3; | |
276 } | |
277 } | |
278 | |
279 var tbase = 0; | |
280 for (var yy = 0; yy < gridRes; ++yy) { | |
281 var index = yy * vertsAcross; | |
282 for (var xx = 0; xx < gridRes; ++xx) { | |
283 indices[tbase + 0] = index + 0; | |
284 indices[tbase + 1] = index + 1; | |
285 indices[tbase + 2] = index + vertsAcross; | |
286 indices[tbase + 3] = index + vertsAcross; | |
287 indices[tbase + 4] = index + 1; | |
288 indices[tbase + 5] = index + vertsAcross + 1; | |
289 | |
290 if (opt_flipOddTriangles) { | |
291 indices[tbase + 4] = index + vertsAcross + 1; | |
292 indices[tbase + 5] = index + 1; | |
293 } | |
294 | |
295 index += 1; | |
296 tbase += 6; | |
297 } | |
298 } | |
299 | |
300 var buf = gl.createBuffer(); | |
301 gl.bindBuffer(gl.ARRAY_BUFFER, buf); | |
302 gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); | |
303 gl.enableVertexAttribArray(positionLocation); | |
304 gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); | |
305 objects.push(buf); | |
306 | |
307 var buf = gl.createBuffer(); | |
308 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf); | |
309 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
310 objects.push(buf); | |
311 | |
312 return objects; | |
313 }; | |
314 | |
315 /** | |
316 * Fills the given texture with a solid color | |
317 * @param {!WebGLContext} gl The WebGLContext to use. | |
318 * @param {!WebGLTexture} tex The texture to fill. | |
319 * @param {number} width The width of the texture to create. | |
320 * @param {number} height The height of the texture to create. | |
321 * @param {!Array.<number>} color The color to fill with. A 4 element array | |
322 * where each element is in the range 0 to 255. | |
323 * @param {number} opt_level The level of the texture to fill. Default = 0. | |
324 */ | |
325 var fillTexture = function(gl, tex, width, height, color, opt_level) { | |
326 opt_level = opt_level || 0; | |
327 var numPixels = width * height; | |
328 var size = numPixels * 4; | |
329 var buf = new Uint8Array(size); | |
330 for (var ii = 0; ii < numPixels; ++ii) { | |
331 var off = ii * 4; | |
332 buf[off + 0] = color[0]; | |
333 buf[off + 1] = color[1]; | |
334 buf[off + 2] = color[2]; | |
335 buf[off + 3] = color[3]; | |
336 } | |
337 gl.bindTexture(gl.TEXTURE_2D, tex); | |
338 gl.texImage2D( | |
339 gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, | |
340 gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
341 }; | |
342 | |
343 /** | |
344 * Creates a textures and fills it with a solid color | |
345 * @param {!WebGLContext} gl The WebGLContext to use. | |
346 * @param {number} width The width of the texture to create. | |
347 * @param {number} height The height of the texture to create. | |
348 * @param {!Array.<number>} color The color to fill with. A 4 element array | |
349 * where each element is in the range 0 to 255. | |
350 * @return {!WebGLTexture} | |
351 */ | |
352 var createColoredTexture = function(gl, width, height, color) { | |
353 var tex = gl.createTexture(); | |
354 fillTexture(gl, tex, width, height, color); | |
355 return tex; | |
356 }; | |
357 | |
358 /** | |
359 * Draws a previously setup quad. | |
360 * @param {!WebGLContext} gl The WebGLContext to use. | |
361 * @param {!Array.<number>} opt_color The color to fill clear with before | |
362 * drawing. A 4 element array where each element is in the range 0 to | |
363 * 255. Default [255, 255, 255, 255] | |
364 */ | |
365 var drawQuad = function(gl, opt_color) { | |
366 opt_color = opt_color || [255, 255, 255, 255]; | |
367 gl.clearColor( | |
368 opt_color[0] / 255, | |
369 opt_color[1] / 255, | |
370 opt_color[2] / 255, | |
371 opt_color[3] / 255); | |
372 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
373 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
374 }; | |
375 | |
376 /** | |
377 * Checks that a portion of a canvas is 1 color. | |
378 * @param {!WebGLContext} gl The WebGLContext to use. | |
379 * @param {number} x left corner of region to check. | |
380 * @param {number} y bottom corner of region to check. | |
381 * @param {number} width width of region to check. | |
382 * @param {number} height width of region to check. | |
383 * @param {!Array.<number>} color The color to fill clear with before drawing. A | |
384 * 4 element array where each element is in the range 0 to 255. | |
385 * @param {string} msg Message to associate with success. Eg ("should be red"). | |
386 * @param {number} errorRange Optional. Acceptable error in | |
387 * color checking. 0 by default. | |
388 */ | |
389 var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange)
{ | |
390 errorRange = errorRange || 0; | |
391 var buf = new Uint8Array(width * height * 4); | |
392 gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
393 for (var i = 0; i < width * height; ++i) { | |
394 var offset = i * 4; | |
395 for (var j = 0; j < color.length; ++j) { | |
396 if (Math.abs(buf[offset + j] - color[j]) > errorRange) { | |
397 testFailed(msg); | |
398 var was = buf[offset + 0].toString(); | |
399 for (j = 1; j < color.length; ++j) { | |
400 was += "," + buf[offset + j]; | |
401 } | |
402 debug('expected: ' + color + ' was ' + was); | |
403 return; | |
404 } | |
405 } | |
406 } | |
407 testPassed(msg); | |
408 }; | |
409 | |
410 /** | |
411 * Checks that an entire canvas is 1 color. | |
412 * @param {!WebGLContext} gl The WebGLContext to use. | |
413 * @param {!Array.<number>} color The color to fill clear with before drawing. A | |
414 * 4 element array where each element is in the range 0 to 255. | |
415 * @param {string} msg Message to associate with success. Eg ("should be red"). | |
416 * @param {number} errorRange Optional. Acceptable error in | |
417 * color checking. 0 by default. | |
418 */ | |
419 var checkCanvas = function(gl, color, msg, errorRange) { | |
420 checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, error
Range); | |
421 }; | |
422 | |
423 /** | |
424 * Loads a texture, calls callback when finished. | |
425 * @param {!WebGLContext} gl The WebGLContext to use. | |
426 * @param {string} url URL of image to load | |
427 * @param {function(!Image): void} callback Function that gets called after | |
428 * image has loaded | |
429 * @return {!WebGLTexture} The created texture. | |
430 */ | |
431 var loadTexture = function(gl, url, callback) { | |
432 var texture = gl.createTexture(); | |
433 gl.bindTexture(gl.TEXTURE_2D, texture); | |
434 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
435 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
436 var image = new Image(); | |
437 image.onload = function() { | |
438 gl.bindTexture(gl.TEXTURE_2D, texture); | |
439 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); | |
440 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imag
e); | |
441 callback(image); | |
442 }; | |
443 image.src = url; | |
444 return texture; | |
445 }; | |
446 | |
447 /** | |
448 * Creates a webgl context. | |
449 * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not | |
450 * passed in one will be created. | |
451 * @return {!WebGLContext} The created context. | |
452 */ | |
453 var create3DContext = function(opt_canvas, opt_attributes) { | |
454 opt_canvas = opt_canvas || document.createElement("canvas"); | |
455 var context = null; | |
456 try { | |
457 context = opt_canvas.getContext("webgl", opt_attributes); | |
458 } catch(e) {} | |
459 if (!context) { | |
460 try { | |
461 context = opt_canvas.getContext("experimental-webgl", opt_attributes); | |
462 } catch(e) {} | |
463 } | |
464 if (!context) { | |
465 testFailed("Unable to fetch WebGL rendering context for Canvas"); | |
466 } | |
467 return context; | |
468 } | |
469 | |
470 /** | |
471 * Gets a GLError value as a string. | |
472 * @param {!WebGLContext} gl The WebGLContext to use. | |
473 * @param {number} err The webgl error as retrieved from gl.getError(). | |
474 * @return {string} the error as a string. | |
475 */ | |
476 var getGLErrorAsString = function(gl, err) { | |
477 if (err === gl.NO_ERROR) { | |
478 return "NO_ERROR"; | |
479 } | |
480 for (var name in gl) { | |
481 if (gl[name] === err) { | |
482 return name; | |
483 } | |
484 } | |
485 return err.toString(); | |
486 }; | |
487 | |
488 /** | |
489 * Wraps a WebGL function with a function that throws an exception if there is | |
490 * an error. | |
491 * @param {!WebGLContext} gl The WebGLContext to use. | |
492 * @param {string} fname Name of function to wrap. | |
493 * @return {function} The wrapped function. | |
494 */ | |
495 var createGLErrorWrapper = function(context, fname) { | |
496 return function() { | |
497 var rv = context[fname].apply(context, arguments); | |
498 var err = context.getError(); | |
499 if (err != 0) | |
500 throw "GL error " + getGLErrorAsString(err) + " in " + fname; | |
501 return rv; | |
502 }; | |
503 }; | |
504 | |
505 /** | |
506 * Creates a WebGL context where all functions are wrapped to throw an exception | |
507 * if there is an error. | |
508 * @param {!Canvas} canvas The HTML canvas to get a context from. | |
509 * @return {!Object} The wrapped context. | |
510 */ | |
511 function create3DContextWithWrapperThatThrowsOnGLError(canvas) { | |
512 var context = create3DContext(canvas); | |
513 var wrap = {}; | |
514 for (var i in context) { | |
515 try { | |
516 if (typeof context[i] == 'function') { | |
517 wrap[i] = createGLErrorWrapper(context, i); | |
518 } else { | |
519 wrap[i] = context[i]; | |
520 } | |
521 } catch (e) { | |
522 error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); | |
523 } | |
524 } | |
525 wrap.getError = function() { | |
526 return context.getError(); | |
527 }; | |
528 return wrap; | |
529 }; | |
530 | |
531 /** | |
532 * Tests that an evaluated expression generates a specific GL error. | |
533 * @param {!WebGLContext} gl The WebGLContext to use. | |
534 * @param {number} glError The expected gl error. | |
535 * @param {string} evalSTr The string to evaluate. | |
536 */ | |
537 var shouldGenerateGLError = function(gl, glError, evalStr) { | |
538 var exception; | |
539 try { | |
540 eval(evalStr); | |
541 } catch (e) { | |
542 exception = e; | |
543 } | |
544 if (exception) { | |
545 testFailed(evalStr + " threw exception " + exception); | |
546 } else { | |
547 var err = gl.getError(); | |
548 if (err != glError) { | |
549 testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ".
Was " + getGLErrorAsString(gl, err) + "."); | |
550 } else { | |
551 testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glEr
ror) + "."); | |
552 } | |
553 } | |
554 }; | |
555 | |
556 /** | |
557 * Tests that the first error GL returns is the specified error. | |
558 * @param {!WebGLContext} gl The WebGLContext to use. | |
559 * @param {number} glError The expected gl error. | |
560 * @param {string} opt_msg | |
561 */ | |
562 var glErrorShouldBe = function(gl, glError, opt_msg) { | |
563 opt_msg = opt_msg || ""; | |
564 var err = gl.getError(); | |
565 if (err != glError) { | |
566 testFailed("getError expected: " + getGLErrorAsString(gl, glError) + | |
567 ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); | |
568 } else { | |
569 testPassed("getError was expected value: " + | |
570 getGLErrorAsString(gl, glError) + " : " + opt_msg); | |
571 } | |
572 }; | |
573 | |
574 /** | |
575 * Links a WebGL program, throws if there are errors. | |
576 * @param {!WebGLContext} gl The WebGLContext to use. | |
577 * @param {!WebGLProgram} program The WebGLProgram to link. | |
578 * @param {function(string): void) opt_errorCallback callback for errors. | |
579 */ | |
580 var linkProgram = function(gl, program, opt_errorCallback) { | |
581 // Link the program | |
582 gl.linkProgram(program); | |
583 | |
584 // Check the link status | |
585 var linked = gl.getProgramParameter(program, gl.LINK_STATUS); | |
586 if (!linked) { | |
587 // something went wrong with the link | |
588 var error = gl.getProgramInfoLog (program); | |
589 | |
590 testFailed("Error in program linking:" + error); | |
591 | |
592 gl.deleteProgram(program); | |
593 //gl.deleteProgram(fragmentShader); | |
594 //gl.deleteProgram(vertexShader); | |
595 } | |
596 }; | |
597 | |
598 /** | |
599 * Sets up WebGL with shaders. | |
600 * @param {string} canvasName The id of the canvas. | |
601 * @param {string} vshader The id of the script tag that contains the vertex | |
602 * shader source. | |
603 * @param {string} fshader The id of the script tag that contains the fragment | |
604 * shader source. | |
605 * @param {!Array.<string>} attribs An array of attrib names used to bind | |
606 * attribs to the ordinal of the name in this array. | |
607 * @param {!Array.<number>} opt_clearColor The color to cla | |
608 * @return {!WebGLContext} The created WebGLContext. | |
609 */ | |
610 var setupWebGLWithShaders = function( | |
611 canvasName, vshader, fshader, attribs) { | |
612 var canvas = document.getElementById(canvasName); | |
613 var gl = create3DContext(canvas); | |
614 if (!gl) { | |
615 testFailed("No WebGL context found"); | |
616 } | |
617 | |
618 // create our shaders | |
619 var vertexShader = loadShaderFromScript(gl, vshader); | |
620 var fragmentShader = loadShaderFromScript(gl, fshader); | |
621 | |
622 if (!vertexShader || !fragmentShader) { | |
623 return null; | |
624 } | |
625 | |
626 // Create the program object | |
627 program = gl.createProgram(); | |
628 | |
629 if (!program) { | |
630 return null; | |
631 } | |
632 | |
633 // Attach our two shaders to the program | |
634 gl.attachShader (program, vertexShader); | |
635 gl.attachShader (program, fragmentShader); | |
636 | |
637 // Bind attributes | |
638 for (var i in attribs) { | |
639 gl.bindAttribLocation (program, i, attribs[i]); | |
640 } | |
641 | |
642 linkProgram(gl, program); | |
643 | |
644 gl.useProgram(program); | |
645 | |
646 gl.clearColor(0,0,0,1); | |
647 gl.clearDepth(1); | |
648 | |
649 gl.enable(gl.DEPTH_TEST); | |
650 gl.enable(gl.BLEND); | |
651 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | |
652 | |
653 gl.program = program; | |
654 return gl; | |
655 }; | |
656 | |
657 /** | |
658 * Loads text from an external file. This function is synchronous. | |
659 * @param {string} url The url of the external file. | |
660 * @param {!function(bool, string): void} callback that is sent a bool for | |
661 * success and the string. | |
662 */ | |
663 var loadTextFileAsync = function(url, callback) { | |
664 log ("loading: " + url); | |
665 var error = 'loadTextFileSynchronous failed to load url "' + url + '"'; | |
666 var request; | |
667 if (window.XMLHttpRequest) { | |
668 request = new XMLHttpRequest(); | |
669 if (request.overrideMimeType) { | |
670 request.overrideMimeType('text/plain'); | |
671 } | |
672 } else { | |
673 throw 'XMLHttpRequest is disabled'; | |
674 } | |
675 try { | |
676 request.open('GET', url, true); | |
677 request.onreadystatechange = function() { | |
678 if (request.readyState == 4) { | |
679 var text = ''; | |
680 // HTTP reports success with a 200 status. The file protocol reports | |
681 // success with zero. HTTP does not use zero as a status code (they | |
682 // start at 100). | |
683 // https://developer.mozilla.org/En/Using_XMLHttpRequest | |
684 var success = request.status == 200 || request.status == 0; | |
685 if (success) { | |
686 text = request.responseText; | |
687 } | |
688 log("loaded: " + url); | |
689 callback(success, text); | |
690 } | |
691 }; | |
692 request.send(null); | |
693 } catch (e) { | |
694 log("failed to load: " + url); | |
695 callback(false, ''); | |
696 } | |
697 }; | |
698 | |
699 /** | |
700 * Recursively loads a file as a list. Each line is parsed for a relative | |
701 * path. If the file ends in .txt the contents of that file is inserted in | |
702 * the list. | |
703 * | |
704 * @param {string} url The url of the external file. | |
705 * @param {!function(bool, Array<string>): void} callback that is sent a bool | |
706 * for success and the array of strings. | |
707 */ | |
708 var getFileListAsync = function(url, callback) { | |
709 var files = []; | |
710 | |
711 var getFileListImpl = function(url, callback) { | |
712 var files = []; | |
713 if (url.substr(url.length - 4) == '.txt') { | |
714 loadTextFileAsync(url, function() { | |
715 return function(success, text) { | |
716 if (!success) { | |
717 callback(false, ''); | |
718 return; | |
719 } | |
720 var lines = text.split('\n'); | |
721 var prefix = ''; | |
722 var lastSlash = url.lastIndexOf('/'); | |
723 if (lastSlash >= 0) { | |
724 prefix = url.substr(0, lastSlash + 1); | |
725 } | |
726 var fail = false; | |
727 var count = 1; | |
728 var index = 0; | |
729 for (var ii = 0; ii < lines.length; ++ii) { | |
730 var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); | |
731 if (str.length > 4 && | |
732 str[0] != '#' && | |
733 str[0] != ";" && | |
734 str.substr(0, 2) != "//") { | |
735 var names = str.split(/ +/); | |
736 new_url = prefix + str; | |
737 if (names.length == 1) { | |
738 new_url = prefix + str; | |
739 ++count; | |
740 getFileListImpl(new_url, function(index) { | |
741 return function(success, new_files) { | |
742 log("got files: " + new_files.length); | |
743 if (success) { | |
744 files[index] = new_files; | |
745 } | |
746 finish(success); | |
747 }; | |
748 }(index++)); | |
749 } else { | |
750 var s = ""; | |
751 var p = ""; | |
752 for (var jj = 0; jj < names.length; ++jj) { | |
753 s += p + prefix + names[jj]; | |
754 p = " "; | |
755 } | |
756 files[index++] = s; | |
757 } | |
758 } | |
759 } | |
760 finish(true); | |
761 | |
762 function finish(success) { | |
763 if (!success) { | |
764 fail = true; | |
765 } | |
766 --count; | |
767 log("count: " + count); | |
768 if (!count) { | |
769 callback(!fail, files); | |
770 } | |
771 } | |
772 } | |
773 }()); | |
774 | |
775 } else { | |
776 files.push(url); | |
777 callback(true, files); | |
778 } | |
779 }; | |
780 | |
781 getFileListImpl(url, function(success, files) { | |
782 // flatten | |
783 var flat = []; | |
784 flatten(files); | |
785 function flatten(files) { | |
786 for (var ii = 0; ii < files.length; ++ii) { | |
787 var value = files[ii]; | |
788 if (typeof(value) == "string") { | |
789 flat.push(value); | |
790 } else { | |
791 flatten(value); | |
792 } | |
793 } | |
794 } | |
795 callback(success, flat); | |
796 }); | |
797 }; | |
798 | |
799 /** | |
800 * Gets a file from a file/URL | |
801 * @param {string} file the URL of the file to get. | |
802 * @return {string} The contents of the file. | |
803 */ | |
804 var readFile = function(file) { | |
805 var xhr = new XMLHttpRequest(); | |
806 xhr.open("GET", file, false); | |
807 xhr.send(); | |
808 return xhr.responseText.replace(/\r/g, ""); | |
809 }; | |
810 | |
811 var readFileList = function(url) { | |
812 var files = []; | |
813 if (url.substr(url.length - 4) == '.txt') { | |
814 var lines = readFile(url).split('\n'); | |
815 var prefix = ''; | |
816 var lastSlash = url.lastIndexOf('/'); | |
817 if (lastSlash >= 0) { | |
818 prefix = url.substr(0, lastSlash + 1); | |
819 } | |
820 for (var ii = 0; ii < lines.length; ++ii) { | |
821 var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); | |
822 if (str.length > 4 && | |
823 str[0] != '#' && | |
824 str[0] != ";" && | |
825 str.substr(0, 2) != "//") { | |
826 var names = str.split(/ +/); | |
827 if (names.length == 1) { | |
828 new_url = prefix + str; | |
829 files = files.concat(readFileList(new_url)); | |
830 } else { | |
831 var s = ""; | |
832 var p = ""; | |
833 for (var jj = 0; jj < names.length; ++jj) { | |
834 s += p + prefix + names[jj]; | |
835 p = " "; | |
836 } | |
837 files.push(s); | |
838 } | |
839 } | |
840 } | |
841 } else { | |
842 files.push(url); | |
843 } | |
844 return files; | |
845 }; | |
846 | |
847 /** | |
848 * Loads a shader. | |
849 * @param {!WebGLContext} gl The WebGLContext to use. | |
850 * @param {string} shaderSource The shader source. | |
851 * @param {number} shaderType The type of shader. | |
852 * @param {function(string): void) opt_errorCallback callback for errors. | |
853 * @return {!WebGLShader} The created shader. | |
854 */ | |
855 var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) { | |
856 var errFn = opt_errorCallback || error; | |
857 // Create the shader object | |
858 var shader = gl.createShader(shaderType); | |
859 if (shader == null) { | |
860 errFn("*** Error: unable to create shader '"+shaderSource+"'"); | |
861 return null; | |
862 } | |
863 | |
864 // Load the shader source | |
865 gl.shaderSource(shader, shaderSource); | |
866 var err = gl.getError(); | |
867 if (err != gl.NO_ERROR) { | |
868 errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)
); | |
869 return null; | |
870 } | |
871 | |
872 // Compile the shader | |
873 gl.compileShader(shader); | |
874 | |
875 // Check the compile status | |
876 var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); | |
877 if (!compiled) { | |
878 // Something went wrong during compilation; get the error | |
879 lastError = gl.getShaderInfoLog(shader); | |
880 errFn("*** Error compiling shader '" + shader + "':" + lastError); | |
881 gl.deleteShader(shader); | |
882 return null; | |
883 } | |
884 | |
885 return shader; | |
886 } | |
887 | |
888 /** | |
889 * Loads a shader from a URL. | |
890 * @param {!WebGLContext} gl The WebGLContext to use. | |
891 * @param {file} file The URL of the shader source. | |
892 * @param {number} type The type of shader. | |
893 * @param {function(string): void) opt_errorCallback callback for errors. | |
894 * @return {!WebGLShader} The created shader. | |
895 */ | |
896 var loadShaderFromFile = function(gl, file, type, opt_errorCallback) { | |
897 var shaderSource = readFile(file); | |
898 return loadShader(gl, shaderSource, type, opt_errorCallback); | |
899 }; | |
900 | |
901 /** | |
902 * Loads a shader from a script tag. | |
903 * @param {!WebGLContext} gl The WebGLContext to use. | |
904 * @param {string} scriptId The id of the script tag. | |
905 * @param {number} opt_shaderType The type of shader. If not passed in it will | |
906 * be derived from the type of the script tag. | |
907 * @param {function(string): void) opt_errorCallback callback for errors. | |
908 * @return {!WebGLShader} The created shader. | |
909 */ | |
910 var loadShaderFromScript = function( | |
911 gl, scriptId, opt_shaderType, opt_errorCallback) { | |
912 var shaderSource = ""; | |
913 var shaderType; | |
914 var shaderScript = document.getElementById(scriptId); | |
915 if (!shaderScript) { | |
916 throw("*** Error: unknown script element" + scriptId); | |
917 } | |
918 shaderSource = shaderScript.text; | |
919 | |
920 if (!opt_shaderType) { | |
921 if (shaderScript.type == "x-shader/x-vertex") { | |
922 shaderType = gl.VERTEX_SHADER; | |
923 } else if (shaderScript.type == "x-shader/x-fragment") { | |
924 shaderType = gl.FRAGMENT_SHADER; | |
925 } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADE
R) { | |
926 throw("*** Error: unknown shader type"); | |
927 return null; | |
928 } | |
929 } | |
930 | |
931 return loadShader( | |
932 gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, | |
933 opt_errorCallback); | |
934 }; | |
935 | |
936 var loadStandardProgram = function(gl) { | |
937 var program = gl.createProgram(); | |
938 gl.attachShader(program, loadStandardVertexShader(gl)); | |
939 gl.attachShader(program, loadStandardFragmentShader(gl)); | |
940 linkProgram(gl, program); | |
941 return program; | |
942 }; | |
943 | |
944 /** | |
945 * Loads shaders from files, creates a program, attaches the shaders and links. | |
946 * @param {!WebGLContext} gl The WebGLContext to use. | |
947 * @param {string} vertexShaderPath The URL of the vertex shader. | |
948 * @param {string} fragmentShaderPath The URL of the fragment shader. | |
949 * @param {function(string): void) opt_errorCallback callback for errors. | |
950 * @return {!WebGLProgram} The created program. | |
951 */ | |
952 var loadProgramFromFile = function( | |
953 gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { | |
954 var program = gl.createProgram(); | |
955 gl.attachShader( | |
956 program, | |
957 loadShaderFromFile( | |
958 gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback)); | |
959 gl.attachShader( | |
960 program, | |
961 loadShaderFromFile( | |
962 gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback)); | |
963 linkProgram(gl, program, opt_errorCallback); | |
964 return program; | |
965 }; | |
966 | |
967 /** | |
968 * Loads shaders from script tags, creates a program, attaches the shaders and | |
969 * links. | |
970 * @param {!WebGLContext} gl The WebGLContext to use. | |
971 * @param {string} vertexScriptId The id of the script tag that contains the | |
972 * vertex shader. | |
973 * @param {string} fragmentScriptId The id of the script tag that contains the | |
974 * fragment shader. | |
975 * @param {function(string): void) opt_errorCallback callback for errors. | |
976 * @return {!WebGLProgram} The created program. | |
977 */ | |
978 var loadProgramFromScript = function loadProgramFromScript( | |
979 gl, vertexScriptId, fragmentScriptId, opt_errorCallback) { | |
980 var program = gl.createProgram(); | |
981 gl.attachShader( | |
982 program, | |
983 loadShaderFromScript( | |
984 gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback)); | |
985 gl.attachShader( | |
986 program, | |
987 loadShaderFromScript( | |
988 gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback)); | |
989 linkProgram(gl, program, opt_errorCallback); | |
990 return program; | |
991 }; | |
992 | |
993 /** | |
994 * Loads shaders from source, creates a program, attaches the shaders and | |
995 * links. | |
996 * @param {!WebGLContext} gl The WebGLContext to use. | |
997 * @param {string} vertexShader The vertex shader. | |
998 * @param {string} fragmentShader The fragment shader. | |
999 * @param {function(string): void) opt_errorCallback callback for errors. | |
1000 * @return {!WebGLProgram} The created program. | |
1001 */ | |
1002 var loadProgram = function( | |
1003 gl, vertexShader, fragmentShader, opt_errorCallback) { | |
1004 var program = gl.createProgram(); | |
1005 gl.attachShader( | |
1006 program, | |
1007 loadShader( | |
1008 gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback)); | |
1009 gl.attachShader( | |
1010 program, | |
1011 loadShader( | |
1012 gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback)); | |
1013 linkProgram(gl, program, opt_errorCallback); | |
1014 return program; | |
1015 }; | |
1016 | |
1017 var basePath; | |
1018 var getBasePath = function() { | |
1019 if (!basePath) { | |
1020 var expectedBase = "webgl-test-utils.js"; | |
1021 var scripts = document.getElementsByTagName('script'); | |
1022 for (var script, i = 0; script = scripts[i]; i++) { | |
1023 var src = script.src; | |
1024 var l = src.length; | |
1025 if (src.substr(l - expectedBase.length) == expectedBase) { | |
1026 basePath = src.substr(0, l - expectedBase.length); | |
1027 } | |
1028 } | |
1029 } | |
1030 return basePath; | |
1031 }; | |
1032 | |
1033 var loadStandardVertexShader = function(gl) { | |
1034 return loadShaderFromFile( | |
1035 gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER); | |
1036 }; | |
1037 | |
1038 var loadStandardFragmentShader = function(gl) { | |
1039 return loadShaderFromFile( | |
1040 gl, getBasePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER); | |
1041 }; | |
1042 | |
1043 /** | |
1044 * Loads an image asynchronously. | |
1045 * @param {string} url URL of image to load. | |
1046 * @param {!function(!Element): void} callback Function to call | |
1047 * with loaded image. | |
1048 */ | |
1049 var loadImageAsync = function(url, callback) { | |
1050 var img = document.createElement('img'); | |
1051 img.onload = function() { | |
1052 callback(img); | |
1053 }; | |
1054 img.src = url; | |
1055 }; | |
1056 | |
1057 /** | |
1058 * Loads an array of images. | |
1059 * @param {!Array.<string>} urls URLs of images to load. | |
1060 * @param {!function(!{string, img}): void} callback. Callback | |
1061 * that gets passed map of urls to img tags. | |
1062 */ | |
1063 var loadImagesAsync = function(urls, callback) { | |
1064 var count = 1; | |
1065 var images = { }; | |
1066 function countDown() { | |
1067 --count; | |
1068 if (count == 0) { | |
1069 callback(images); | |
1070 } | |
1071 } | |
1072 function imageLoaded(url) { | |
1073 return function(img) { | |
1074 images[url] = img; | |
1075 countDown(); | |
1076 } | |
1077 } | |
1078 for (var ii = 0; ii < urls.length; ++ii) { | |
1079 ++count; | |
1080 loadImageAsync(urls[ii], imageLoaded(urls[ii])); | |
1081 } | |
1082 countDown(); | |
1083 }; | |
1084 | |
1085 var getUrlArguments = function() { | |
1086 var args = {}; | |
1087 try { | |
1088 var s = window.location.href; | |
1089 var q = s.indexOf("?"); | |
1090 var e = s.indexOf("#"); | |
1091 if (e < 0) { | |
1092 e = s.length; | |
1093 } | |
1094 var query = s.substring(q + 1, e); | |
1095 var pairs = query.split("&"); | |
1096 for (var ii = 0; ii < pairs.length; ++ii) { | |
1097 var keyValue = pairs[ii].split("="); | |
1098 var key = keyValue[0]; | |
1099 var value = decodeURIComponent(keyValue[1]); | |
1100 args[key] = value; | |
1101 } | |
1102 } catch (e) { | |
1103 throw "could not parse url"; | |
1104 } | |
1105 return args; | |
1106 }; | |
1107 | |
1108 return { | |
1109 create3DContext: create3DContext, | |
1110 create3DContextWithWrapperThatThrowsOnGLError: | |
1111 create3DContextWithWrapperThatThrowsOnGLError, | |
1112 checkCanvas: checkCanvas, | |
1113 checkCanvasRect: checkCanvasRect, | |
1114 createColoredTexture: createColoredTexture, | |
1115 drawQuad: drawQuad, | |
1116 endsWith: endsWith, | |
1117 getFileListAsync: getFileListAsync, | |
1118 getLastError: getLastError, | |
1119 getUrlArguments: getUrlArguments, | |
1120 glEnumToString: glEnumToString, | |
1121 glErrorShouldBe: glErrorShouldBe, | |
1122 fillTexture: fillTexture, | |
1123 loadImageAsync: loadImageAsync, | |
1124 loadImagesAsync: loadImagesAsync, | |
1125 loadProgram: loadProgram, | |
1126 loadProgramFromFile: loadProgramFromFile, | |
1127 loadProgramFromScript: loadProgramFromScript, | |
1128 loadShader: loadShader, | |
1129 loadShaderFromFile: loadShaderFromFile, | |
1130 loadShaderFromScript: loadShaderFromScript, | |
1131 loadStandardProgram: loadStandardProgram, | |
1132 loadStandardVertexShader: loadStandardVertexShader, | |
1133 loadStandardFragmentShader: loadStandardFragmentShader, | |
1134 loadTextFileAsync: loadTextFileAsync, | |
1135 loadTexture: loadTexture, | |
1136 log: log, | |
1137 loggingOff: loggingOff, | |
1138 error: error, | |
1139 setupProgram: setupProgram, | |
1140 setupQuad: setupQuad, | |
1141 setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, | |
1142 setupSimpleTextureProgram: setupSimpleTextureProgram, | |
1143 setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, | |
1144 setupTexturedQuad: setupTexturedQuad, | |
1145 setupUnitQuad: setupUnitQuad, | |
1146 setupWebGLWithShaders: setupWebGLWithShaders, | |
1147 startsWith: startsWith, | |
1148 shouldGenerateGLError: shouldGenerateGLError, | |
1149 readFile: readFile, | |
1150 readFileList: readFileList, | |
1151 | |
1152 none: false | |
1153 }; | |
1154 | |
1155 }()); | |
1156 | |
1157 | |
OLD | NEW |