Index: third_party/webgl/sdk/tests/conformance/resources/webgl-test-utils.js |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/resources/webgl-test-utils.js (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/resources/webgl-test-utils.js (working copy) |
@@ -1,1157 +0,0 @@ |
-// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-WebGLTestUtils = (function() { |
- |
-/** |
- * Wrapped logging function. |
- * @param {string} msg The message to log. |
- */ |
-var log = function(msg) { |
- if (window.console && window.console.log) { |
- window.console.log(msg); |
- } |
-}; |
- |
-/** |
- * Wrapped logging function. |
- * @param {string} msg The message to log. |
- */ |
-var error = function(msg) { |
- if (window.console) { |
- if (window.console.error) { |
- window.console.error(msg); |
- } |
- else if (window.console.log) { |
- window.console.log(msg); |
- } |
- } |
-}; |
- |
-/** |
- * Turn off all logging. |
- */ |
-var loggingOff = function() { |
- log = function() {}; |
- error = function() {}; |
-}; |
- |
-/** |
- * Converts a WebGL enum to a string |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} value The enum value. |
- * @return {string} The enum as a string. |
- */ |
-var glEnumToString = function(gl, value) { |
- for (var p in gl) { |
- if (gl[p] == value) { |
- return p; |
- } |
- } |
- return "0x" + value.toString(16); |
-}; |
- |
-var lastError = ""; |
- |
-/** |
- * Returns the last compiler/linker error. |
- * @return {string} The last compiler/linker error. |
- */ |
-var getLastError = function() { |
- return lastError; |
-}; |
- |
-/** |
- * Whether a haystack ends with a needle. |
- * @param {string} haystack String to search |
- * @param {string} needle String to search for. |
- * @param {boolean} True if haystack ends with needle. |
- */ |
-var endsWith = function(haystack, needle) { |
- return haystack.substr(haystack.length - needle.length) === needle; |
-}; |
- |
-/** |
- * Whether a haystack starts with a needle. |
- * @param {string} haystack String to search |
- * @param {string} needle String to search for. |
- * @param {boolean} True if haystack starts with needle. |
- */ |
-var startsWith = function(haystack, needle) { |
- return haystack.substr(0, needle.length) === needle; |
-}; |
- |
-/** |
- * A vertex shader for a single texture. |
- * @type {string} |
- */ |
-var simpleTextureVertexShader = [ |
- 'attribute vec4 vPosition;', |
- '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'); |
- |
-/** |
- * Creates a simple texture vertex shader. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @return {!WebGLShader} |
- */ |
-var setupSimpleTextureVertexShader = function(gl) { |
- return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); |
-}; |
- |
-/** |
- * Creates a simple texture fragment shader. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @return {!WebGLShader} |
- */ |
-var setupSimpleTextureFragmentShader = function(gl) { |
- return loadShader( |
- gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); |
-}; |
- |
-/** |
- * Creates a program, attaches shaders, binds attrib locations, links the |
- * program and calls useProgram. |
- * @param {!Array.<!WebGLShader>} shaders The shaders to attach . |
- * @param {!Array.<string>} opt_attribs The attribs names. |
- * @param {!Array.<number>} opt_locations The locations for the attribs. |
- */ |
-var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { |
- var program = gl.createProgram(); |
- for (var ii = 0; ii < shaders.length; ++ii) { |
- gl.attachShader(program, shaders[ii]); |
- } |
- if (opt_attribs) { |
- for (var ii = 0; ii < opt_attribs.length; ++ii) { |
- gl.bindAttribLocation( |
- program, |
- opt_locations ? opt_locations[ii] : ii, |
- opt_attribs[ii]); |
- } |
- } |
- gl.linkProgram(program); |
- |
- // Check the link status |
- var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
- if (!linked) { |
- // something went wrong with the link |
- lastError = gl.getProgramInfoLog (program); |
- error("Error in program linking:" + lastError); |
- |
- gl.deleteProgram(program); |
- return null; |
- } |
- |
- gl.useProgram(program); |
- return program; |
-}; |
- |
-/** |
- * Creates a simple texture program. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} opt_positionLocation The attrib location for position. |
- * @param {number} opt_texcoordLocation The attrib location for texture coords. |
- * @return {WebGLProgram} |
- */ |
-var setupSimpleTextureProgram = function( |
- gl, opt_positionLocation, opt_texcoordLocation) { |
- opt_positionLocation = opt_positionLocation || 0; |
- opt_texcoordLocation = opt_texcoordLocation || 1; |
- var vs = setupSimpleTextureVertexShader(gl); |
- var fs = setupSimpleTextureFragmentShader(gl); |
- if (!vs || !fs) { |
- return null; |
- } |
- var program = setupProgram( |
- gl, |
- [vs, fs], |
- ['vPosition', 'texCoord0'], |
- [opt_positionLocation, opt_texcoordLocation]); |
- if (!program) { |
- gl.deleteShader(fs); |
- gl.deleteShader(vs); |
- } |
- gl.useProgram(program); |
- return program; |
-}; |
- |
-/** |
- * Creates buffers for a textured unit quad and attaches them to vertex attribs. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} opt_positionLocation The attrib location for position. |
- * @param {number} opt_texcoordLocation The attrib location for texture coords. |
- * @return {!Array.<WebGLBuffer>} The buffer objects that were |
- * created. |
- */ |
-var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) { |
- opt_positionLocation = opt_positionLocation || 0; |
- opt_texcoordLocation = opt_texcoordLocation || 1; |
- var objects = []; |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
- 1.0, 1.0, 0.0, |
- -1.0, 1.0, 0.0, |
- -1.0, -1.0, 0.0, |
- 1.0, 1.0, 0.0, |
- -1.0, -1.0, 0.0, |
- 1.0, -1.0, 0.0]), gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(opt_positionLocation); |
- gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); |
- objects.push(vertexObject); |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
- 1.0, 1.0, |
- 0.0, 1.0, |
- 0.0, 0.0, |
- 1.0, 1.0, |
- 0.0, 0.0, |
- 1.0, 0.0]), gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(opt_texcoordLocation); |
- gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
- objects.push(vertexObject); |
- return objects; |
-}; |
- |
-/** |
- * Creates a program and buffers for rendering a textured quad. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} opt_positionLocation The attrib location for position. |
- * @param {number} opt_texcoordLocation The attrib location for texture coords. |
- * @return {!WebGLProgram} |
- */ |
-var setupTexturedQuad = function( |
- gl, opt_positionLocation, opt_texcoordLocation) { |
- var program = setupSimpleTextureProgram( |
- gl, opt_positionLocation, opt_texcoordLocation); |
- setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); |
- return program; |
-}; |
- |
-/** |
- * Creates a unit quad with only positions of a given rez |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} gridRez The resolution of the mesh grid. |
- * @param {number} opt_positionLocation The attrib location for position. |
- */ |
-var setupQuad = function ( |
- gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { |
- var positionLocation = opt_positionLocation || 0; |
- var objects = []; |
- |
- 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; |
- positions[poffset + 1] = -1 + 2 * yy / gridRes; |
- positions[poffset + 2] = 0; |
- |
- poffset += 3; |
- } |
- } |
- |
- 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 (opt_flipOddTriangles) { |
- indices[tbase + 4] = index + vertsAcross + 1; |
- indices[tbase + 5] = index + 1; |
- } |
- |
- index += 1; |
- tbase += 6; |
- } |
- } |
- |
- 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); |
- |
- 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; |
-}; |
- |
-/** |
- * Draws a previously setup quad. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {!Array.<number>} opt_color The color to fill clear with before |
- * drawing. A 4 element array where each element is in the range 0 to |
- * 255. Default [255, 255, 255, 255] |
- */ |
-var drawQuad = function(gl, opt_color) { |
- opt_color = opt_color || [255, 255, 255, 255]; |
- gl.clearColor( |
- opt_color[0] / 255, |
- opt_color[1] / 255, |
- opt_color[2] / 255, |
- opt_color[3] / 255); |
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
- gl.drawArrays(gl.TRIANGLES, 0, 6); |
-}; |
- |
-/** |
- * Checks that a portion of a canvas is 1 color. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} x left corner of region to check. |
- * @param {number} y bottom corner of region to check. |
- * @param {number} width width of region to check. |
- * @param {number} height width of region to check. |
- * @param {!Array.<number>} color The color to fill clear with before drawing. A |
- * 4 element array where each element is in the range 0 to 255. |
- * @param {string} msg Message to associate with success. Eg ("should be red"). |
- * @param {number} errorRange Optional. Acceptable error in |
- * color checking. 0 by default. |
- */ |
-var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange) { |
- errorRange = errorRange || 0; |
- var buf = new Uint8Array(width * height * 4); |
- gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
- for (var i = 0; i < width * height; ++i) { |
- var offset = i * 4; |
- for (var j = 0; j < color.length; ++j) { |
- if (Math.abs(buf[offset + j] - color[j]) > errorRange) { |
- testFailed(msg); |
- var was = buf[offset + 0].toString(); |
- for (j = 1; j < color.length; ++j) { |
- was += "," + buf[offset + j]; |
- } |
- debug('expected: ' + color + ' was ' + was); |
- return; |
- } |
- } |
- } |
- testPassed(msg); |
-}; |
- |
-/** |
- * Checks that an entire canvas is 1 color. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {!Array.<number>} color The color to fill clear with before drawing. A |
- * 4 element array where each element is in the range 0 to 255. |
- * @param {string} msg Message to associate with success. Eg ("should be red"). |
- * @param {number} errorRange Optional. Acceptable error in |
- * color checking. 0 by default. |
- */ |
-var checkCanvas = function(gl, color, msg, errorRange) { |
- checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange); |
-}; |
- |
-/** |
- * Loads a texture, calls callback when finished. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {string} url URL of image to load |
- * @param {function(!Image): void} callback Function that gets called after |
- * image has loaded |
- * @return {!WebGLTexture} The created texture. |
- */ |
-var loadTexture = function(gl, url, callback) { |
- var texture = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, texture); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
- var image = new Image(); |
- image.onload = function() { |
- gl.bindTexture(gl.TEXTURE_2D, texture); |
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); |
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); |
- callback(image); |
- }; |
- image.src = url; |
- return texture; |
-}; |
- |
-/** |
- * Creates a webgl context. |
- * @param {!Canvas} opt_canvas The canvas tag to get context from. If one is not |
- * passed in one will be created. |
- * @return {!WebGLContext} The created context. |
- */ |
-var create3DContext = function(opt_canvas, opt_attributes) { |
- opt_canvas = opt_canvas || document.createElement("canvas"); |
- var context = null; |
- try { |
- context = opt_canvas.getContext("webgl", opt_attributes); |
- } catch(e) {} |
- if (!context) { |
- try { |
- context = opt_canvas.getContext("experimental-webgl", opt_attributes); |
- } catch(e) {} |
- } |
- if (!context) { |
- testFailed("Unable to fetch WebGL rendering context for Canvas"); |
- } |
- return context; |
-} |
- |
-/** |
- * Gets a GLError value as a string. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} err The webgl error as retrieved from gl.getError(). |
- * @return {string} the error as a string. |
- */ |
-var getGLErrorAsString = function(gl, err) { |
- if (err === gl.NO_ERROR) { |
- return "NO_ERROR"; |
- } |
- for (var name in gl) { |
- if (gl[name] === err) { |
- return name; |
- } |
- } |
- return err.toString(); |
-}; |
- |
-/** |
- * Wraps a WebGL function with a function that throws an exception if there is |
- * an error. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {string} fname Name of function to wrap. |
- * @return {function} The wrapped function. |
- */ |
-var createGLErrorWrapper = function(context, fname) { |
- return function() { |
- var rv = context[fname].apply(context, arguments); |
- var err = context.getError(); |
- if (err != 0) |
- throw "GL error " + getGLErrorAsString(err) + " in " + fname; |
- return rv; |
- }; |
-}; |
- |
-/** |
- * Creates a WebGL context where all functions are wrapped to throw an exception |
- * if there is an error. |
- * @param {!Canvas} canvas The HTML canvas to get a context from. |
- * @return {!Object} The wrapped context. |
- */ |
-function create3DContextWithWrapperThatThrowsOnGLError(canvas) { |
- var context = create3DContext(canvas); |
- var wrap = {}; |
- for (var i in context) { |
- try { |
- if (typeof context[i] == 'function') { |
- wrap[i] = createGLErrorWrapper(context, i); |
- } else { |
- wrap[i] = context[i]; |
- } |
- } catch (e) { |
- error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); |
- } |
- } |
- wrap.getError = function() { |
- return context.getError(); |
- }; |
- return wrap; |
-}; |
- |
-/** |
- * Tests that an evaluated expression generates a specific GL error. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} glError The expected gl error. |
- * @param {string} evalSTr The string to evaluate. |
- */ |
-var shouldGenerateGLError = function(gl, glError, evalStr) { |
- var exception; |
- try { |
- eval(evalStr); |
- } catch (e) { |
- exception = e; |
- } |
- if (exception) { |
- testFailed(evalStr + " threw exception " + exception); |
- } else { |
- var err = gl.getError(); |
- if (err != glError) { |
- testFailed(evalStr + " expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + "."); |
- } else { |
- testPassed(evalStr + " was expected value: " + getGLErrorAsString(gl, glError) + "."); |
- } |
- } |
-}; |
- |
-/** |
- * Tests that the first error GL returns is the specified error. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {number} glError The expected gl error. |
- * @param {string} opt_msg |
- */ |
-var glErrorShouldBe = function(gl, glError, opt_msg) { |
- opt_msg = opt_msg || ""; |
- var err = gl.getError(); |
- if (err != glError) { |
- testFailed("getError expected: " + getGLErrorAsString(gl, glError) + |
- ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); |
- } else { |
- testPassed("getError was expected value: " + |
- getGLErrorAsString(gl, glError) + " : " + opt_msg); |
- } |
-}; |
- |
-/** |
- * Links a WebGL program, throws if there are errors. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {!WebGLProgram} program The WebGLProgram to link. |
- * @param {function(string): void) opt_errorCallback callback for errors. |
- */ |
-var linkProgram = function(gl, program, opt_errorCallback) { |
- // Link the program |
- gl.linkProgram(program); |
- |
- // Check the link status |
- var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
- if (!linked) { |
- // something went wrong with the link |
- var error = gl.getProgramInfoLog (program); |
- |
- testFailed("Error in program linking:" + error); |
- |
- gl.deleteProgram(program); |
- //gl.deleteProgram(fragmentShader); |
- //gl.deleteProgram(vertexShader); |
- } |
-}; |
- |
-/** |
- * Sets up WebGL with shaders. |
- * @param {string} canvasName The id of the canvas. |
- * @param {string} vshader The id of the script tag that contains the vertex |
- * shader source. |
- * @param {string} fshader The id of the script tag that contains the fragment |
- * shader source. |
- * @param {!Array.<string>} attribs An array of attrib names used to bind |
- * attribs to the ordinal of the name in this array. |
- * @param {!Array.<number>} opt_clearColor The color to cla |
- * @return {!WebGLContext} The created WebGLContext. |
- */ |
-var setupWebGLWithShaders = function( |
- canvasName, vshader, fshader, attribs) { |
- var canvas = document.getElementById(canvasName); |
- var gl = create3DContext(canvas); |
- if (!gl) { |
- testFailed("No WebGL context found"); |
- } |
- |
- // create our shaders |
- var vertexShader = loadShaderFromScript(gl, vshader); |
- var fragmentShader = loadShaderFromScript(gl, fshader); |
- |
- if (!vertexShader || !fragmentShader) { |
- return null; |
- } |
- |
- // Create the program object |
- program = gl.createProgram(); |
- |
- if (!program) { |
- return null; |
- } |
- |
- // Attach our two shaders to the program |
- gl.attachShader (program, vertexShader); |
- gl.attachShader (program, fragmentShader); |
- |
- // Bind attributes |
- for (var i in attribs) { |
- gl.bindAttribLocation (program, i, attribs[i]); |
- } |
- |
- linkProgram(gl, program); |
- |
- gl.useProgram(program); |
- |
- gl.clearColor(0,0,0,1); |
- gl.clearDepth(1); |
- |
- gl.enable(gl.DEPTH_TEST); |
- gl.enable(gl.BLEND); |
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
- |
- gl.program = program; |
- return gl; |
-}; |
- |
-/** |
- * 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) { |
- log ("loading: " + url); |
- var error = 'loadTextFileSynchronous failed to load url "' + url + '"'; |
- var request; |
- if (window.XMLHttpRequest) { |
- request = new XMLHttpRequest(); |
- if (request.overrideMimeType) { |
- request.overrideMimeType('text/plain'); |
- } |
- } else { |
- throw 'XMLHttpRequest is disabled'; |
- } |
- try { |
- request.open('GET', url, true); |
- request.onreadystatechange = function() { |
- if (request.readyState == 4) { |
- var text = ''; |
- // HTTP reports success with a 200 status. The file protocol reports |
- // success with zero. HTTP does not use zero as a status code (they |
- // start at 100). |
- // https://developer.mozilla.org/En/Using_XMLHttpRequest |
- var success = request.status == 200 || request.status == 0; |
- if (success) { |
- text = request.responseText; |
- } |
- log("loaded: " + url); |
- callback(success, text); |
- } |
- }; |
- request.send(null); |
- } catch (e) { |
- log("failed to load: " + url); |
- callback(false, ''); |
- } |
-}; |
- |
-/** |
- * 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 xhr = new XMLHttpRequest(); |
- xhr.open("GET", file, false); |
- xhr.send(); |
- return xhr.responseText.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.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 shader '" + shader + "':" + lastError); |
- gl.deleteShader(shader); |
- return null; |
- } |
- |
- return shader; |
-} |
- |
-/** |
- * Loads a shader from a URL. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {file} file The URL of the shader source. |
- * @param {number} type The type of shader. |
- * @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); |
-}; |
- |
-/** |
- * 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 = document.getElementById(scriptId); |
- if (!shaderScript) { |
- throw("*** Error: unknown script element" + scriptId); |
- } |
- shaderSource = shaderScript.text; |
- |
- if (!opt_shaderType) { |
- if (shaderScript.type == "x-shader/x-vertex") { |
- shaderType = gl.VERTEX_SHADER; |
- } else if (shaderScript.type == "x-shader/x-fragment") { |
- shaderType = gl.FRAGMENT_SHADER; |
- } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) { |
- throw("*** Error: unknown shader type"); |
- return null; |
- } |
- } |
- |
- return loadShader( |
- gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, |
- opt_errorCallback); |
-}; |
- |
-var loadStandardProgram = function(gl) { |
- var program = gl.createProgram(); |
- gl.attachShader(program, loadStandardVertexShader(gl)); |
- gl.attachShader(program, loadStandardFragmentShader(gl)); |
- linkProgram(gl, program); |
- return program; |
-}; |
- |
-/** |
- * Loads shaders from files, creates a program, attaches the shaders and links. |
- * @param {!WebGLContext} gl The WebGLContext to use. |
- * @param {string} vertexShaderPath The URL of the vertex shader. |
- * @param {string} fragmentShaderPath The URL of the fragment shader. |
- * @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(); |
- gl.attachShader( |
- program, |
- loadShaderFromFile( |
- gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback)); |
- gl.attachShader( |
- program, |
- loadShaderFromFile( |
- gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback)); |
- linkProgram(gl, program, opt_errorCallback); |
- 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 {string} vertexShader The vertex shader. |
- * @param {string} fragmentShader The fragment shader. |
- * @param {function(string): void) opt_errorCallback callback for errors. |
- * @return {!WebGLProgram} The created program. |
- */ |
-var loadProgram = function( |
- gl, vertexShader, fragmentShader, opt_errorCallback) { |
- var program = gl.createProgram(); |
- gl.attachShader( |
- program, |
- loadShader( |
- gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback)); |
- gl.attachShader( |
- program, |
- loadShader( |
- gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback)); |
- linkProgram(gl, program, opt_errorCallback); |
- return program; |
-}; |
- |
-var basePath; |
-var getBasePath = function() { |
- if (!basePath) { |
- var expectedBase = "webgl-test-utils.js"; |
- var scripts = document.getElementsByTagName('script'); |
- for (var script, i = 0; script = scripts[i]; i++) { |
- var src = script.src; |
- var l = src.length; |
- if (src.substr(l - expectedBase.length) == expectedBase) { |
- basePath = src.substr(0, l - expectedBase.length); |
- } |
- } |
- } |
- return basePath; |
-}; |
- |
-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) { |
- var img = document.createElement('img'); |
- img.onload = function() { |
- callback(img); |
- }; |
- img.src = url; |
-}; |
- |
-/** |
- * Loads an array of images. |
- * @param {!Array.<string>} urls URLs of images to load. |
- * @param {!function(!{string, img}): void} callback. Callback |
- * that gets passed map of urls to img tags. |
- */ |
-var loadImagesAsync = function(urls, callback) { |
- var count = 1; |
- var images = { }; |
- function countDown() { |
- --count; |
- if (count == 0) { |
- callback(images); |
- } |
- } |
- function imageLoaded(url) { |
- return function(img) { |
- images[url] = img; |
- countDown(); |
- } |
- } |
- for (var ii = 0; ii < urls.length; ++ii) { |
- ++count; |
- loadImageAsync(urls[ii], imageLoaded(urls[ii])); |
- } |
- countDown(); |
-}; |
- |
-var getUrlArguments = function() { |
- var args = {}; |
- try { |
- var s = window.location.href; |
- var q = s.indexOf("?"); |
- var e = s.indexOf("#"); |
- if (e < 0) { |
- e = s.length; |
- } |
- var query = s.substring(q + 1, e); |
- var pairs = query.split("&"); |
- for (var ii = 0; ii < pairs.length; ++ii) { |
- var keyValue = pairs[ii].split("="); |
- var key = keyValue[0]; |
- var value = decodeURIComponent(keyValue[1]); |
- args[key] = value; |
- } |
- } catch (e) { |
- throw "could not parse url"; |
- } |
- return args; |
-}; |
- |
-return { |
- create3DContext: create3DContext, |
- create3DContextWithWrapperThatThrowsOnGLError: |
- create3DContextWithWrapperThatThrowsOnGLError, |
- checkCanvas: checkCanvas, |
- checkCanvasRect: checkCanvasRect, |
- createColoredTexture: createColoredTexture, |
- drawQuad: drawQuad, |
- endsWith: endsWith, |
- getFileListAsync: getFileListAsync, |
- getLastError: getLastError, |
- getUrlArguments: getUrlArguments, |
- glEnumToString: glEnumToString, |
- glErrorShouldBe: glErrorShouldBe, |
- fillTexture: fillTexture, |
- loadImageAsync: loadImageAsync, |
- loadImagesAsync: loadImagesAsync, |
- loadProgram: loadProgram, |
- loadProgramFromFile: loadProgramFromFile, |
- loadProgramFromScript: loadProgramFromScript, |
- loadShader: loadShader, |
- loadShaderFromFile: loadShaderFromFile, |
- loadShaderFromScript: loadShaderFromScript, |
- loadStandardProgram: loadStandardProgram, |
- loadStandardVertexShader: loadStandardVertexShader, |
- loadStandardFragmentShader: loadStandardFragmentShader, |
- loadTextFileAsync: loadTextFileAsync, |
- loadTexture: loadTexture, |
- log: log, |
- loggingOff: loggingOff, |
- error: error, |
- setupProgram: setupProgram, |
- setupQuad: setupQuad, |
- setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, |
- setupSimpleTextureProgram: setupSimpleTextureProgram, |
- setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, |
- setupTexturedQuad: setupTexturedQuad, |
- setupUnitQuad: setupUnitQuad, |
- setupWebGLWithShaders: setupWebGLWithShaders, |
- startsWith: startsWith, |
- shouldGenerateGLError: shouldGenerateGLError, |
- readFile: readFile, |
- readFileList: readFileList, |
- |
- none: false |
-}; |
- |
-}()); |
- |
- |