Index: third_party/webgl/conformance-suites/1.0.0/conformance/resources/webgl-test.js |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/resources/webgl-test.js (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/resources/webgl-test.js (working copy) |
@@ -1,758 +0,0 @@ |
-/* |
-Copyright (C) 2009 Apple Computer, Inc. All rights reserved. |
- |
-Redistribution and use in source and binary forms, with or without |
-modification, are permitted provided that the following conditions |
-are met: |
-1. Redistributions of source code must retain the above copyright |
- notice, this list of conditions and the following disclaimer. |
-2. Redistributions in binary form must reproduce the above copyright |
- notice, this list of conditions and the following disclaimer in the |
- documentation and/or other materials provided with the distribution. |
- |
-THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
-EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
-PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
-CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
-EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
-PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
-PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
-OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
-*/ |
- |
-function webglTestLog(msg) { |
- if (window.console && window.console.log) { |
- window.console.log(msg); |
- } |
- if (document.getElementById("console")) { |
- var log = document.getElementById("console"); |
- log.innerHTML += msg + "<br>"; |
- } |
-} |
- |
-// |
-// create3DContext |
-// |
-// Returns the WebGLRenderingContext for any known implementation. |
-// |
-function create3DContext(canvas, attributes) |
-{ |
- if (!canvas) |
- canvas = document.createElement("canvas"); |
- var context = null; |
- try { |
- context = canvas.getContext("webgl", attributes); |
- } catch(e) {} |
- if (!context) { |
- try { |
- context = canvas.getContext("experimental-webgl", attributes); |
- } catch(e) {} |
- } |
- if (!context) { |
- throw "Unable to fetch WebGL rendering context for Canvas"; |
- } |
- return context; |
-} |
- |
-function createGLErrorWrapper(context, fname) { |
- return function() { |
- var rv = context[fname].apply(context, arguments); |
- var err = context.getError(); |
- if (err != 0) |
- throw "GL error " + err + " in " + fname; |
- return rv; |
- }; |
-} |
- |
-function create3DContextWithWrapperThatThrowsOnGLError(canvas, attributes) { |
- var context = create3DContext(canvas, attributes); |
- // Thanks to Ilmari Heikkinen for the idea on how to implement this so elegantly. |
- 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) { |
- webglTestLog("createContextWrapperThatThrowsOnGLError: Error accessing " + i); |
- } |
- } |
- wrap.getError = function() { |
- return context.getError(); |
- }; |
- return wrap; |
-} |
- |
-function getGLErrorAsString(ctx, err) { |
- if (err === ctx.NO_ERROR) { |
- return "NO_ERROR"; |
- } |
- for (var name in ctx) { |
- if (ctx[name] === err) { |
- return name; |
- } |
- } |
- return "0x" + err.toString(16); |
-} |
- |
-function shouldGenerateGLError(ctx, glError, evalStr) { |
- var exception; |
- try { |
- eval(evalStr); |
- } catch (e) { |
- exception = e; |
- } |
- if (exception) { |
- testFailed(evalStr + " threw exception " + exception); |
- } else { |
- var err = ctx.getError(); |
- if (err != glError) { |
- testFailed(evalStr + " expected: " + getGLErrorAsString(ctx, glError) + ". Was " + getGLErrorAsString(ctx, err) + "."); |
- } else { |
- testPassed(evalStr + " generated expected GL error: " + getGLErrorAsString(ctx, 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 Optional additional message. |
- */ |
-function glErrorShouldBe(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); |
- } |
-}; |
- |
-// |
-// createProgram |
-// |
-// Create and return a program object, attaching each of the given shaders. |
-// |
-// If attribs are given, bind an attrib with that name at that index. |
-// |
-function createProgram(gl, vshaders, fshaders, attribs) |
-{ |
- if (typeof(vshaders) == "string") |
- vshaders = [vshaders]; |
- if (typeof(fshaders) == "string") |
- fshaders = [fshaders]; |
- |
- var shaders = []; |
- var i; |
- |
- for (i = 0; i < vshaders.length; ++i) { |
- var shader = loadShader(gl, vshaders[i], gl.VERTEX_SHADER); |
- if (!shader) |
- return null; |
- shaders.push(shader); |
- } |
- |
- for (i = 0; i < fshaders.length; ++i) { |
- var shader = loadShader(gl, fshaders[i], gl.FRAGMENT_SHADER); |
- if (!shader) |
- return null; |
- shaders.push(shader); |
- } |
- |
- var prog = gl.createProgram(); |
- for (i = 0; i < shaders.length; ++i) { |
- gl.attachShader(prog, shaders[i]); |
- } |
- |
- if (attribs) { |
- for (var i in attribs) { |
- gl.bindAttribLocation(prog, parseInt(i), attribs[i]); |
- } |
- } |
- |
- gl.linkProgram(prog); |
- |
- // Check the link status |
- var linked = gl.getProgramParameter(prog, gl.LINK_STATUS); |
- if (!linked) { |
- // something went wrong with the link |
- var error = gl.getProgramInfoLog(prog); |
- webglTestLog("Error in program linking:" + error); |
- |
- gl.deleteProgram(prog); |
- for (i = 0; i < shaders.length; ++i) |
- gl.deleteShader(shaders[i]); |
- return null; |
- } |
- |
- return prog; |
-} |
- |
-// |
-// initWebGL |
-// |
-// Initialize the Canvas element with the passed name as a WebGL object and return the |
-// WebGLRenderingContext. |
-// |
-// Load shaders with the passed names and create a program with them. Return this program |
-// in the 'program' property of the returned context. |
-// |
-// For each string in the passed attribs array, bind an attrib with that name at that index. |
-// Once the attribs are bound, link the program and then use it. |
-// |
-// Set the clear color to the passed array (4 values) and set the clear depth to the passed value. |
-// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) |
-// |
-function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth, contextAttribs) |
-{ |
- var canvas = document.getElementById(canvasName); |
- var gl = create3DContext(canvas, contextAttribs); |
- if (!gl) { |
- alert("No WebGL context found"); |
- return null; |
- } |
- |
- // Create the program object |
- gl.program = createProgram(gl, vshader, fshader, attribs); |
- if (!gl.program) |
- return null; |
- |
- gl.useProgram(gl.program); |
- |
- gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
- gl.clearDepth(clearDepth); |
- |
- gl.enable(gl.DEPTH_TEST); |
- gl.enable(gl.BLEND); |
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
- |
- return gl; |
-} |
- |
-// |
-// getShaderSource |
-// |
-// Load the source from the passed shader file. |
-// |
-function getShaderSource(file) |
-{ |
- var xhr = new XMLHttpRequest(); |
- xhr.open("GET", file, false); |
- xhr.send(); |
- return xhr.responseText; |
-} |
- |
- |
-// |
-// loadShader |
-// |
-// 'shader' is either the id of a <script> element containing the shader source |
-// string, the shader string itself, or the URL of a file containing the shader |
-// source. Load this shader and return the WebGLShader object corresponding to |
-// it. |
-// |
-function loadShader(ctx, shaderId, shaderType, isFile) |
-{ |
- var shaderSource = ""; |
- |
- if (isFile) |
- shaderSource = getShaderSource(shaderId); |
- else { |
- var shaderScript = document.getElementById(shaderId); |
- if (!shaderScript) { |
- shaderSource = shaderId; |
- } else { |
- if (shaderScript.type == "x-shader/x-vertex") { |
- shaderType = ctx.VERTEX_SHADER; |
- } else if (shaderScript.type == "x-shader/x-fragment") { |
- shaderType = ctx.FRAGMENT_SHADER; |
- } else if (shaderType != ctx.VERTEX_SHADER && shaderType != ctx.FRAGMENT_SHADER) { |
- webglTestLog("*** Error: unknown shader type"); |
- return null; |
- } |
- |
- shaderSource = shaderScript.text; |
- } |
- } |
- |
- // Create the shader object |
- var shader = ctx.createShader(shaderType); |
- if (shader == null) { |
- webglTestLog("*** Error: unable to create shader '"+shaderId+"'"); |
- return null; |
- } |
- |
- // Load the shader source |
- ctx.shaderSource(shader, shaderSource); |
- |
- // Compile the shader |
- ctx.compileShader(shader); |
- |
- // Check the compile status |
- var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS); |
- if (!compiled) { |
- // Something went wrong during compilation; get the error |
- var error = ctx.getShaderInfoLog(shader); |
- webglTestLog("*** Error compiling shader '"+shader+"':"+error); |
- ctx.deleteShader(shader); |
- return null; |
- } |
- |
- return shader; |
-} |
- |
-function loadShaderFromFile(ctx, file, type) |
-{ |
- return loadShader(ctx, file, type, true); |
-} |
- |
-function loadShaderFromScript(ctx, script) |
-{ |
- return loadShader(ctx, script, 0, false); |
-} |
- |
-function loadStandardProgram(context) { |
- var program = context.createProgram(); |
- context.attachShader(program, loadStandardVertexShader(context)); |
- context.attachShader(program, loadStandardFragmentShader(context)); |
- context.linkProgram(program); |
- return program; |
-} |
- |
-function loadProgram(context, vertexShaderPath, fragmentShaderPath, isFile) { |
- isFile = (isFile === undefined) ? true : isFile; |
- var program = context.createProgram(); |
- context.attachShader(program, loadShader(context, vertexShaderPath, context.VERTEX_SHADER, isFile)); |
- context.attachShader(program, loadShader(context, fragmentShaderPath, context.FRAGMENT_SHADER, isFile)); |
- context.linkProgram(program); |
- return program; |
-} |
- |
-function loadStandardVertexShader(context) { |
- return loadShader(context, "resources/vertexShader.vert", context.VERTEX_SHADER, true); |
-} |
- |
-function loadStandardFragmentShader(context) { |
- return loadShader(context, "resources/fragmentShader.frag", context.FRAGMENT_SHADER, true); |
-} |
- |
-// |
-// makeBox |
-// |
-// Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array. |
-// Return an object with the following properties: |
-// |
-// normalObject WebGLBuffer object for normals |
-// texCoordObject WebGLBuffer object for texCoords |
-// vertexObject WebGLBuffer object for vertices |
-// indexObject WebGLBuffer object for indices |
-// numIndices The number of indices in the indexObject |
-// |
-function makeBox(ctx) |
-{ |
- // box |
- // v6----- v5 |
- // /| /| |
- // v1------v0| |
- // | | | | |
- // | |v7---|-|v4 |
- // |/ |/ |
- // v2------v3 |
- // |
- // vertex coords array |
- var vertices = new Float32Array( |
- [ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0-v1-v2-v3 front |
- 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0-v3-v4-v5 right |
- 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0-v5-v6-v1 top |
- -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1-v6-v7-v2 left |
- -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7-v4-v3-v2 bottom |
- 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 ] // v4-v7-v6-v5 back |
- ); |
- |
- // normal array |
- var normals = new Float32Array( |
- [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front |
- 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right |
- 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top |
- -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left |
- 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3-v2 bottom |
- 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 ] // v4-v7-v6-v5 back |
- ); |
- |
- |
- // texCoord array |
- var texCoords = new Float32Array( |
- [ 1, 1, 0, 1, 0, 0, 1, 0, // v0-v1-v2-v3 front |
- 0, 1, 0, 0, 1, 0, 1, 1, // v0-v3-v4-v5 right |
- 1, 0, 1, 1, 0, 1, 0, 0, // v0-v5-v6-v1 top |
- 1, 1, 0, 1, 0, 0, 1, 0, // v1-v6-v7-v2 left |
- 0, 0, 1, 0, 1, 1, 0, 1, // v7-v4-v3-v2 bottom |
- 0, 0, 1, 0, 1, 1, 0, 1 ] // v4-v7-v6-v5 back |
- ); |
- |
- // index array |
- var indices = new Uint8Array( |
- [ 0, 1, 2, 0, 2, 3, // front |
- 4, 5, 6, 4, 6, 7, // right |
- 8, 9,10, 8,10,11, // top |
- 12,13,14, 12,14,15, // left |
- 16,17,18, 16,18,19, // bottom |
- 20,21,22, 20,22,23 ] // back |
- ); |
- |
- var retval = { }; |
- |
- retval.normalObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW); |
- |
- retval.texCoordObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW); |
- |
- retval.vertexObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW); |
- |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, 0); |
- |
- retval.indexObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); |
- ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW); |
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, 0); |
- |
- retval.numIndices = indices.length; |
- |
- return retval; |
-} |
- |
-// |
-// makeSphere |
-// |
-// Create a sphere with the passed number of latitude and longitude bands and the passed radius. |
-// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array. |
-// Return an object with the following properties: |
-// |
-// normalObject WebGLBuffer object for normals |
-// texCoordObject WebGLBuffer object for texCoords |
-// vertexObject WebGLBuffer object for vertices |
-// indexObject WebGLBuffer object for indices |
-// numIndices The number of indices in the indexObject |
-// |
-function makeSphere(ctx, radius, lats, longs) |
-{ |
- var geometryData = [ ]; |
- var normalData = [ ]; |
- var texCoordData = [ ]; |
- var indexData = [ ]; |
- |
- for (var latNumber = 0; latNumber <= lats; ++latNumber) { |
- for (var longNumber = 0; longNumber <= longs; ++longNumber) { |
- var theta = latNumber * Math.PI / lats; |
- var phi = longNumber * 2 * Math.PI / longs; |
- var sinTheta = Math.sin(theta); |
- var sinPhi = Math.sin(phi); |
- var cosTheta = Math.cos(theta); |
- var cosPhi = Math.cos(phi); |
- |
- var x = cosPhi * sinTheta; |
- var y = cosTheta; |
- var z = sinPhi * sinTheta; |
- var u = 1-(longNumber/longs); |
- var v = latNumber/lats; |
- |
- normalData.push(x); |
- normalData.push(y); |
- normalData.push(z); |
- texCoordData.push(u); |
- texCoordData.push(v); |
- geometryData.push(radius * x); |
- geometryData.push(radius * y); |
- geometryData.push(radius * z); |
- } |
- } |
- |
- longs += 1; |
- for (var latNumber = 0; latNumber < lats; ++latNumber) { |
- for (var longNumber = 0; longNumber < longs; ++longNumber) { |
- var first = (latNumber * longs) + (longNumber % longs); |
- var second = first + longs; |
- indexData.push(first); |
- indexData.push(second); |
- indexData.push(first+1); |
- |
- indexData.push(second); |
- indexData.push(second+1); |
- indexData.push(first+1); |
- } |
- } |
- |
- var retval = { }; |
- |
- retval.normalObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(normalData), ctx.STATIC_DRAW); |
- |
- retval.texCoordObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW); |
- |
- retval.vertexObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); |
- ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(geometryData), ctx.STATIC_DRAW); |
- |
- retval.numIndices = indexData.length; |
- retval.indexObject = ctx.createBuffer(); |
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); |
- ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), ctx.STREAM_DRAW); |
- |
- return retval; |
-} |
- |
-// |
-// loadObj |
-// |
-// Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false. |
-// When the object load is complete, the 'loaded' property becomes true and the following |
-// properties are set: |
-// |
-// normalObject WebGLBuffer object for normals |
-// texCoordObject WebGLBuffer object for texCoords |
-// vertexObject WebGLBuffer object for vertices |
-// indexObject WebGLBuffer object for indices |
-// numIndices The number of indices in the indexObject |
-// |
-function loadObj(ctx, url) |
-{ |
- var obj = { loaded : false }; |
- obj.ctx = ctx; |
- var req = new XMLHttpRequest(); |
- req.obj = obj; |
- req.onreadystatechange = function () { processLoadObj(req) }; |
- req.open("GET", url, true); |
- req.send(null); |
- return obj; |
-} |
- |
-function processLoadObj(req) |
-{ |
- webglTestLog("req="+req) |
- // only if req shows "complete" |
- if (req.readyState == 4) { |
- doLoadObj(req.obj, req.responseText); |
- } |
-} |
- |
-function doLoadObj(obj, text) |
-{ |
- vertexArray = [ ]; |
- normalArray = [ ]; |
- textureArray = [ ]; |
- indexArray = [ ]; |
- |
- var vertex = [ ]; |
- var normal = [ ]; |
- var texture = [ ]; |
- var facemap = { }; |
- var index = 0; |
- |
- var lines = text.split("\n"); |
- for (var lineIndex in lines) { |
- var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, ""); |
- |
- // ignore comments |
- if (line[0] == "#") |
- continue; |
- |
- var array = line.split(" "); |
- if (array[0] == "v") { |
- // vertex |
- vertex.push(parseFloat(array[1])); |
- vertex.push(parseFloat(array[2])); |
- vertex.push(parseFloat(array[3])); |
- } |
- else if (array[0] == "vt") { |
- // normal |
- texture.push(parseFloat(array[1])); |
- texture.push(parseFloat(array[2])); |
- } |
- else if (array[0] == "vn") { |
- // normal |
- normal.push(parseFloat(array[1])); |
- normal.push(parseFloat(array[2])); |
- normal.push(parseFloat(array[3])); |
- } |
- else if (array[0] == "f") { |
- // face |
- if (array.length != 4) { |
- webglTestLog("*** Error: face '"+line+"' not handled"); |
- continue; |
- } |
- |
- for (var i = 1; i < 4; ++i) { |
- if (!(array[i] in facemap)) { |
- // add a new entry to the map and arrays |
- var f = array[i].split("/"); |
- var vtx, nor, tex; |
- |
- if (f.length == 1) { |
- vtx = parseInt(f[0]) - 1; |
- nor = vtx; |
- tex = vtx; |
- } |
- else if (f.length = 3) { |
- vtx = parseInt(f[0]) - 1; |
- tex = parseInt(f[1]) - 1; |
- nor = parseInt(f[2]) - 1; |
- } |
- else { |
- webglTestLog("*** Error: did not understand face '"+array[i]+"'"); |
- return null; |
- } |
- |
- // do the vertices |
- var x = 0; |
- var y = 0; |
- var z = 0; |
- if (vtx * 3 + 2 < vertex.length) { |
- x = vertex[vtx*3]; |
- y = vertex[vtx*3+1]; |
- z = vertex[vtx*3+2]; |
- } |
- vertexArray.push(x); |
- vertexArray.push(y); |
- vertexArray.push(z); |
- |
- // do the textures |
- x = 0; |
- y = 0; |
- if (tex * 2 + 1 < texture.length) { |
- x = texture[tex*2]; |
- y = texture[tex*2+1]; |
- } |
- textureArray.push(x); |
- textureArray.push(y); |
- |
- // do the normals |
- x = 0; |
- y = 0; |
- z = 1; |
- if (nor * 3 + 2 < normal.length) { |
- x = normal[nor*3]; |
- y = normal[nor*3+1]; |
- z = normal[nor*3+2]; |
- } |
- normalArray.push(x); |
- normalArray.push(y); |
- normalArray.push(z); |
- |
- facemap[array[i]] = index++; |
- } |
- |
- indexArray.push(facemap[array[i]]); |
- } |
- } |
- } |
- |
- // set the VBOs |
- obj.normalObject = obj.ctx.createBuffer(); |
- obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject); |
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(normalArray), obj.ctx.STATIC_DRAW); |
- |
- obj.texCoordObject = obj.ctx.createBuffer(); |
- obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject); |
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(textureArray), obj.ctx.STATIC_DRAW); |
- |
- obj.vertexObject = obj.ctx.createBuffer(); |
- obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject); |
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(vertexArray), obj.ctx.STATIC_DRAW); |
- |
- obj.numIndices = indexArray.length; |
- obj.indexObject = obj.ctx.createBuffer(); |
- obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject); |
- obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray), obj.ctx.STREAM_DRAW); |
- |
- obj.loaded = true; |
-} |
- |
-// |
-// loadImageTexture |
-// |
-// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture. |
-// |
-function loadImageTexture(ctx, url) |
-{ |
- var texture = ctx.createTexture(); |
- texture.image = new Image(); |
- texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) } |
- texture.image.src = url; |
- return texture; |
-} |
- |
-function doLoadImageTexture(ctx, image, texture) |
-{ |
- ctx.enable(ctx.TEXTURE_2D); |
- ctx.bindTexture(ctx.TEXTURE_2D, texture); |
- ctx.texImage2D(ctx.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); |
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR); |
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR_MIPMAP_LINEAR); |
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE); |
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE); |
- ctx.generateMipmap(ctx.TEXTURE_2D) |
- ctx.bindTexture(ctx.TEXTURE_2D, 0); |
-} |
- |
-// |
-// Framerate object |
-// |
-// This object keeps track of framerate and displays it as the innerHTML text of the |
-// HTML element with the passed id. Once created you call snapshot at the end |
-// of every rendering cycle. Every 500ms the framerate is updated in the HTML element. |
-// |
-Framerate = function(id) |
-{ |
- this.numFramerates = 10; |
- this.framerateUpdateInterval = 500; |
- this.id = id; |
- |
- this.renderTime = -1; |
- this.framerates = [ ]; |
- self = this; |
- var fr = function() { self.updateFramerate() } |
- setInterval(fr, this.framerateUpdateInterval); |
-} |
- |
-Framerate.prototype.updateFramerate = function() |
-{ |
- var tot = 0; |
- for (var i = 0; i < this.framerates.length; ++i) |
- tot += this.framerates[i]; |
- |
- var framerate = tot / this.framerates.length; |
- framerate = Math.round(framerate); |
- document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps"; |
-} |
- |
-Framerate.prototype.snapshot = function() |
-{ |
- if (this.renderTime < 0) |
- this.renderTime = new Date().getTime(); |
- else { |
- var newTime = new Date().getTime(); |
- var t = newTime - this.renderTime; |
- var framerate = 1000/t; |
- this.framerates.push(framerate); |
- while (this.framerates.length > this.numFramerates) |
- this.framerates.shift(); |
- this.renderTime = newTime; |
- } |
-} |