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Unified Diff: third_party/webgl/sdk/tests/conformance/more/util.js

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/conformance/more/util.js
===================================================================
--- third_party/webgl/sdk/tests/conformance/more/util.js (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/more/util.js (working copy)
@@ -1,1247 +0,0 @@
-/*
-Utilities for the OpenGL ES 2.0 HTML Canvas context
-
-Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
-
-Permission is hereby granted, free of charge, to any person
-obtaining a copy of this software and associated documentation
-files (the "Software"), to deal in the Software without
-restriction, including without limitation the rights to use,
-copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the
-Software is furnished to do so, subject to the following
-conditions:
-
-The above copyright notice and this permission notice shall be
-included in all copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
-OTHER DEALINGS IN THE SOFTWARE.
-*/
-
-function loadTexture(gl, elem, mipmaps) {
- var tex = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, tex);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elem);
- if (mipmaps != false)
- gl.generateMipmap(gl.TEXTURE_2D);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- if (mipmaps)
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
- else
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- return tex;
-}
-
-function getShader(gl, id) {
- var shaderScript = document.getElementById(id);
- if (!shaderScript) {
- throw(new Error("No shader element with id: "+id));
- }
-
- var str = "";
- var k = shaderScript.firstChild;
- while (k) {
- if (k.nodeType == 3)
- str += k.textContent;
- k = k.nextSibling;
- }
-
- var shader;
- if (shaderScript.type == "x-shader/x-fragment") {
- shader = gl.createShader(gl.FRAGMENT_SHADER);
- } else if (shaderScript.type == "x-shader/x-vertex") {
- shader = gl.createShader(gl.VERTEX_SHADER);
- } else {
- throw(new Error("Unknown shader type "+shaderScript.type));
- }
-
- gl.shaderSource(shader, str);
- gl.compileShader(shader);
-
- if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) != 1) {
- var ilog = gl.getShaderInfoLog(shader);
- gl.deleteShader(shader);
- throw(new Error("Failed to compile shader "+shaderScript.id + ", Shader info log: " + ilog));
- }
- return shader;
-}
-
-function loadShaderArray(gl, shaders) {
- var id = gl.createProgram();
- var shaderObjs = [];
- for (var i=0; i<shaders.length; ++i) {
- try {
- var sh = getShader(gl, shaders[i]);
- shaderObjs.push(sh);
- gl.attachShader(id, sh);
- } catch (e) {
- var pr = {program: id, shaders: shaderObjs};
- deleteShader(gl, pr);
- throw (e);
- }
- }
- var prog = {program: id, shaders: shaderObjs};
- gl.linkProgram(id);
- gl.validateProgram(id);
- if (gl.getProgramParameter(id, gl.LINK_STATUS) != 1) {
- deleteShader(gl,prog);
- throw(new Error("Failed to link shader"));
- }
- if (gl.getProgramParameter(id, gl.VALIDATE_STATUS) != 1) {
- deleteShader(gl,prog);
- throw(new Error("Failed to validate shader"));
- }
- return prog;
-}
-function loadShader(gl) {
- var sh = [];
- for (var i=1; i<arguments.length; ++i)
- sh.push(arguments[i]);
- return loadShaderArray(gl, sh);
-}
-
-function deleteShader(gl, sh) {
- gl.useProgram(null);
- sh.shaders.forEach(function(s){
- gl.detachShader(sh.program, s);
- gl.deleteShader(s);
- });
- gl.deleteProgram(sh.program);
-}
-
-function getGLErrorAsString(ctx, err) {
- if (err === ctx.NO_ERROR) {
- return "NO_ERROR";
- }
- for (var name in ctx) {
- if (ctx[name] === err) {
- return name;
- }
- }
- return err.toString();
-}
-
-function checkError(gl, msg) {
- var e = gl.getError();
- if (e != gl.NO_ERROR) {
- log("Error " + getGLErrorAsString(gl, e) + " at " + msg);
- }
- return e;
-}
-
-function throwError(gl, msg) {
- var e = gl.getError();
- if (e != 0) {
- throw(new Error("Error " + getGLErrorAsString(gl, e) + " at " + msg));
- }
-}
-
-Math.cot = function(z) { return 1.0 / Math.tan(z); }
-
-/*
- Matrix utilities, using the OpenGL element order where
- the last 4 elements are the translation column.
-
- Uses flat arrays as matrices for performance.
-
- Most operations have in-place variants to avoid allocating temporary matrices.
-
- Naming logic:
- Matrix.method operates on a 4x4 Matrix and returns a new Matrix.
- Matrix.method3x3 operates on a 3x3 Matrix and returns a new Matrix. Not all operations have a 3x3 version (as 3x3 is usually only used for the normal matrix: Matrix.transpose3x3(Matrix.inverseTo3x3(mat4x4)))
- Matrix.method[3x3]InPlace(args, target) stores its result in the target matrix.
-
- Matrix.scale([sx, sy, sz]) -- non-uniform scale by vector
- Matrix.scale1(s) -- uniform scale by scalar
- Matrix.scale3(sx, sy, sz) -- non-uniform scale by scalars
-
- Ditto for translate.
-*/
-Matrix = {
- identity : [
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
- ],
-
- newIdentity : function() {
- return [
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
- ];
- },
-
- newIdentity3x3 : function() {
- return [
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0
- ];
- },
-
- copyMatrix : function(src, dst) {
- for (var i=0; i<16; i++) dst[i] = src[i];
- return dst;
- },
-
- to3x3 : function(m) {
- return [
- m[0], m[1], m[2],
- m[4], m[5], m[6],
- m[8], m[9], m[10]
- ];
- },
-
- // orthonormal matrix inverse
- inverseON : function(m) {
- var n = this.transpose4x4(m);
- var t = [m[12], m[13], m[14]];
- n[3] = n[7] = n[11] = 0;
- n[12] = -Vec3.dot([n[0], n[4], n[8]], t);
- n[13] = -Vec3.dot([n[1], n[5], n[9]], t);
- n[14] = -Vec3.dot([n[2], n[6], n[10]], t);
- return n;
- },
-
- inverseTo3x3 : function(m) {
- return this.inverse4x4to3x3InPlace(m, this.newIdentity3x3());
- },
-
- inverseTo3x3InPlace : function(m,n) {
- var a11 = m[10]*m[5]-m[6]*m[9],
- a21 = -m[10]*m[1]+m[2]*m[9],
- a31 = m[6]*m[1]-m[2]*m[5],
- a12 = -m[10]*m[4]+m[6]*m[8],
- a22 = m[10]*m[0]-m[2]*m[8],
- a32 = -m[6]*m[0]+m[2]*m[4],
- a13 = m[9]*m[4]-m[5]*m[8],
- a23 = -m[9]*m[0]+m[1]*m[8],
- a33 = m[5]*m[0]-m[1]*m[4];
- var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
- if (det == 0) // no inverse
- return [1,0,0,0,1,0,0,0,1];
- var idet = 1 / det;
- n[0] = idet*a11;
- n[1] = idet*a21;
- n[2] = idet*a31;
- n[3] = idet*a12;
- n[4] = idet*a22;
- n[5] = idet*a32;
- n[6] = idet*a13;
- n[7] = idet*a23;
- n[8] = idet*a33;
- return n;
- },
-
- inverse3x3 : function(m) {
- return this.inverse3x3InPlace(m, this.newIdentity3x3());
- },
-
- inverse3x3InPlace : function(m,n) {
- var a11 = m[8]*m[4]-m[5]*m[7],
- a21 = -m[8]*m[1]+m[2]*m[7],
- a31 = m[5]*m[1]-m[2]*m[4],
- a12 = -m[8]*m[3]+m[5]*m[6],
- a22 = m[8]*m[0]-m[2]*m[6],
- a32 = -m[5]*m[0]+m[2]*m[3],
- a13 = m[7]*m[4]-m[4]*m[8],
- a23 = -m[7]*m[0]+m[1]*m[6],
- a33 = m[4]*m[0]-m[1]*m[3];
- var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
- if (det == 0) // no inverse
- return [1,0,0,0,1,0,0,0,1];
- var idet = 1 / det;
- n[0] = idet*a11;
- n[1] = idet*a21;
- n[2] = idet*a31;
- n[3] = idet*a12;
- n[4] = idet*a22;
- n[5] = idet*a32;
- n[6] = idet*a13;
- n[7] = idet*a23;
- n[8] = idet*a33;
- return n;
- },
-
- frustum : function (left, right, bottom, top, znear, zfar) {
- var X = 2*znear/(right-left);
- var Y = 2*znear/(top-bottom);
- var A = (right+left)/(right-left);
- var B = (top+bottom)/(top-bottom);
- var C = -(zfar+znear)/(zfar-znear);
- var D = -2*zfar*znear/(zfar-znear);
-
- return [
- X, 0, 0, 0,
- 0, Y, 0, 0,
- A, B, C, -1,
- 0, 0, D, 0
- ];
- },
-
- perspective : function (fovy, aspect, znear, zfar) {
- var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
- var ymin = -ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
-
- return this.frustum(xmin, xmax, ymin, ymax, znear, zfar);
- },
-
- mul4x4 : function (a,b) {
- return this.mul4x4InPlace(a,b,this.newIdentity());
- },
-
- mul4x4InPlace : function (a, b, c) {
- c[0] = b[0] * a[0] +
- b[0+1] * a[4] +
- b[0+2] * a[8] +
- b[0+3] * a[12];
- c[0+1] = b[0] * a[1] +
- b[0+1] * a[5] +
- b[0+2] * a[9] +
- b[0+3] * a[13];
- c[0+2] = b[0] * a[2] +
- b[0+1] * a[6] +
- b[0+2] * a[10] +
- b[0+3] * a[14];
- c[0+3] = b[0] * a[3] +
- b[0+1] * a[7] +
- b[0+2] * a[11] +
- b[0+3] * a[15];
- c[4] = b[4] * a[0] +
- b[4+1] * a[4] +
- b[4+2] * a[8] +
- b[4+3] * a[12];
- c[4+1] = b[4] * a[1] +
- b[4+1] * a[5] +
- b[4+2] * a[9] +
- b[4+3] * a[13];
- c[4+2] = b[4] * a[2] +
- b[4+1] * a[6] +
- b[4+2] * a[10] +
- b[4+3] * a[14];
- c[4+3] = b[4] * a[3] +
- b[4+1] * a[7] +
- b[4+2] * a[11] +
- b[4+3] * a[15];
- c[8] = b[8] * a[0] +
- b[8+1] * a[4] +
- b[8+2] * a[8] +
- b[8+3] * a[12];
- c[8+1] = b[8] * a[1] +
- b[8+1] * a[5] +
- b[8+2] * a[9] +
- b[8+3] * a[13];
- c[8+2] = b[8] * a[2] +
- b[8+1] * a[6] +
- b[8+2] * a[10] +
- b[8+3] * a[14];
- c[8+3] = b[8] * a[3] +
- b[8+1] * a[7] +
- b[8+2] * a[11] +
- b[8+3] * a[15];
- c[12] = b[12] * a[0] +
- b[12+1] * a[4] +
- b[12+2] * a[8] +
- b[12+3] * a[12];
- c[12+1] = b[12] * a[1] +
- b[12+1] * a[5] +
- b[12+2] * a[9] +
- b[12+3] * a[13];
- c[12+2] = b[12] * a[2] +
- b[12+1] * a[6] +
- b[12+2] * a[10] +
- b[12+3] * a[14];
- c[12+3] = b[12] * a[3] +
- b[12+1] * a[7] +
- b[12+2] * a[11] +
- b[12+3] * a[15];
- return c;
- },
-
- mulv4 : function (a, v) {
- c = new Array(4);
- for (var i=0; i<4; ++i) {
- var x = 0;
- for (var k=0; k<4; ++k)
- x += v[k] * a[k*4+i];
- c[i] = x;
- }
- return c;
- },
-
- rotate : function (angle, axis) {
- axis = Vec3.normalize(axis);
- var x=axis[0], y=axis[1], z=axis[2];
- var c = Math.cos(angle);
- var c1 = 1-c;
- var s = Math.sin(angle);
- return [
- x*x*c1+c, y*x*c1+z*s, z*x*c1-y*s, 0,
- x*y*c1-z*s, y*y*c1+c, y*z*c1+x*s, 0,
- x*z*c1+y*s, y*z*c1-x*s, z*z*c1+c, 0,
- 0,0,0,1
- ];
- },
- rotateInPlace : function(angle, axis, m) {
- axis = Vec3.normalize(axis);
- var x=axis[0], y=axis[1], z=axis[2];
- var c = Math.cos(angle);
- var c1 = 1-c;
- var s = Math.sin(angle);
- var tmpMatrix = this.tmpMatrix;
- var tmpMatrix2 = this.tmpMatrix2;
- tmpMatrix[0] = x*x*c1+c; tmpMatrix[1] = y*x*c1+z*s; tmpMatrix[2] = z*x*c1-y*s; tmpMatrix[3] = 0;
- tmpMatrix[4] = x*y*c1-z*s; tmpMatrix[5] = y*y*c1+c; tmpMatrix[6] = y*z*c1+x*s; tmpMatrix[7] = 0;
- tmpMatrix[8] = x*z*c1+y*s; tmpMatrix[9] = y*z*c1-x*s; tmpMatrix[10] = z*z*c1+c; tmpMatrix[11] = 0;
- tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
- this.copyMatrix(m, tmpMatrix2);
- return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
- },
-
- scale : function(v) {
- return [
- v[0], 0, 0, 0,
- 0, v[1], 0, 0,
- 0, 0, v[2], 0,
- 0, 0, 0, 1
- ];
- },
- scale3 : function(x,y,z) {
- return [
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- ];
- },
- scale1 : function(s) {
- return [
- s, 0, 0, 0,
- 0, s, 0, 0,
- 0, 0, s, 0,
- 0, 0, 0, 1
- ];
- },
- scale3InPlace : function(x, y, z, m) {
- var tmpMatrix = this.tmpMatrix;
- var tmpMatrix2 = this.tmpMatrix2;
- tmpMatrix[0] = x; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
- tmpMatrix[4] = 0; tmpMatrix[5] = y; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
- tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = z; tmpMatrix[11] = 0;
- tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
- this.copyMatrix(m, tmpMatrix2);
- return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
- },
- scale1InPlace : function(s, m) { return this.scale3InPlace(s, s, s, m); },
- scaleInPlace : function(s, m) { return this.scale3InPlace(s[0],s[1],s[2],m); },
-
- translate3 : function(x,y,z) {
- return [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- x, y, z, 1
- ];
- },
-
- translate : function(v) {
- return this.translate3(v[0], v[1], v[2]);
- },
- tmpMatrix : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
- tmpMatrix2 : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
- translate3InPlace : function(x,y,z,m) {
- var tmpMatrix = this.tmpMatrix;
- var tmpMatrix2 = this.tmpMatrix2;
- tmpMatrix[0] = 1; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
- tmpMatrix[4] = 0; tmpMatrix[5] = 1; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
- tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = 1; tmpMatrix[11] = 0;
- tmpMatrix[12] = x; tmpMatrix[13] = y; tmpMatrix[14] = z; tmpMatrix[15] = 1;
- this.copyMatrix(m, tmpMatrix2);
- return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
- },
- translateInPlace : function(v,m){ return this.translate3InPlace(v[0], v[1], v[2], m); },
-
- lookAt : function (eye, center, up) {
- var z = Vec3.direction(eye, center);
- var x = Vec3.normalizeInPlace(Vec3.cross(up, z));
- var y = Vec3.normalizeInPlace(Vec3.cross(z, x));
-
- var m = [
- x[0], y[0], z[0], 0,
- x[1], y[1], z[1], 0,
- x[2], y[2], z[2], 0,
- 0, 0, 0, 1
- ];
-
- var t = [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- -eye[0], -eye[1], -eye[2], 1
- ];
-
- return this.mul4x4(m,t);
- },
-
- transpose4x4 : function(m) {
- return [
- m[0], m[4], m[8], m[12],
- m[1], m[5], m[9], m[13],
- m[2], m[6], m[10], m[14],
- m[3], m[7], m[11], m[15]
- ];
- },
-
- transpose4x4InPlace : function(m) {
- var tmp = 0.0;
- tmp = m[1]; m[1] = m[4]; m[4] = tmp;
- tmp = m[2]; m[2] = m[8]; m[8] = tmp;
- tmp = m[3]; m[3] = m[12]; m[12] = tmp;
- tmp = m[6]; m[6] = m[9]; m[9] = tmp;
- tmp = m[7]; m[7] = m[13]; m[13] = tmp;
- tmp = m[11]; m[11] = m[14]; m[14] = tmp;
- return m;
- },
-
- transpose3x3 : function(m) {
- return [
- m[0], m[3], m[6],
- m[1], m[4], m[7],
- m[2], m[5], m[8]
- ];
- },
-
- transpose3x3InPlace : function(m) {
- var tmp = 0.0;
- tmp = m[1]; m[1] = m[3]; m[3] = tmp;
- tmp = m[2]; m[2] = m[6]; m[6] = tmp;
- tmp = m[5]; m[5] = m[7]; m[7] = tmp;
- return m;
- },
-}
-
-Vec3 = {
- make : function() { return [0,0,0]; },
- copy : function(v) { return [v[0],v[1],v[2]]; },
-
- add : function (u,v) {
- return [u[0]+v[0], u[1]+v[1], u[2]+v[2]];
- },
-
- sub : function (u,v) {
- return [u[0]-v[0], u[1]-v[1], u[2]-v[2]];
- },
-
- negate : function (u) {
- return [-u[0], -u[1], -u[2]];
- },
-
- direction : function (u,v) {
- return this.normalizeInPlace(this.sub(u,v));
- },
-
- normalizeInPlace : function(v) {
- var imag = 1.0 / Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
- v[0] *= imag; v[1] *= imag; v[2] *= imag;
- return v;
- },
-
- normalize : function(v) {
- return this.normalizeInPlace(this.copy(v));
- },
-
- scale : function(f, v) {
- return [f*v[0], f*v[1], f*v[2]];
- },
-
- dot : function(u,v) {
- return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
- },
-
- inner : function(u,v) {
- return [u[0]*v[0], u[1]*v[1], u[2]*v[2]];
- },
-
- cross : function(u,v) {
- return [
- u[1]*v[2] - u[2]*v[1],
- u[2]*v[0] - u[0]*v[2],
- u[0]*v[1] - u[1]*v[0]
- ];
- }
-}
-
-Shader = function(gl){
- this.gl = gl;
- this.shaders = [];
- this.uniformLocations = {};
- this.attribLocations = {};
- for (var i=1; i<arguments.length; i++) {
- this.shaders.push(arguments[i]);
- }
-}
-Shader.prototype = {
- id : null,
- gl : null,
- compiled : false,
- shader : null,
- shaders : [],
-
- destroy : function() {
- if (this.shader != null) deleteShader(this.gl, this.shader);
- },
-
- compile : function() {
- this.shader = loadShaderArray(this.gl, this.shaders);
- },
-
- use : function() {
- if (this.shader == null)
- this.compile();
- this.gl.useProgram(this.shader.program);
- },
-
- uniform1fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform1fv(loc, value);
- },
-
- uniform2fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform2fv(loc, value);
- },
-
- uniform3fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform3fv(loc, value);
- },
-
- uniform4fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform4fv(loc, value);
- },
-
- uniform1f : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform1f(loc, value);
- },
-
- uniform2f : function(name, v1,v2) {
- var loc = this.uniform(name);
- this.gl.uniform2f(loc, v1,v2);
- },
-
- uniform3f : function(name, v1,v2,v3) {
- var loc = this.uniform(name);
- this.gl.uniform3f(loc, v1,v2,v3);
- },
-
- uniform4f : function(name, v1,v2,v3,v4) {
- var loc = this.uniform(name);
- this.gl.uniform4f(loc, v1, v2, v3, v4);
- },
-
- uniform1iv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform1iv(loc, value);
- },
-
- uniform2iv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform2iv(loc, value);
- },
-
- uniform3iv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform3iv(loc, value);
- },
-
- uniform4iv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform4iv(loc, value);
- },
-
- uniform1i : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniform1i(loc, value);
- },
-
- uniform2i : function(name, v1,v2) {
- var loc = this.uniform(name);
- this.gl.uniform2i(loc, v1,v2);
- },
-
- uniform3i : function(name, v1,v2,v3) {
- var loc = this.uniform(name);
- this.gl.uniform3i(loc, v1,v2,v3);
- },
-
- uniform4i : function(name, v1,v2,v3,v4) {
- var loc = this.uniform(name);
- this.gl.uniform4i(loc, v1, v2, v3, v4);
- },
-
- uniformMatrix4fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniformMatrix4fv(loc, false, value);
- },
-
- uniformMatrix3fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniformMatrix3fv(loc, false, value);
- },
-
- uniformMatrix2fv : function(name, value) {
- var loc = this.uniform(name);
- this.gl.uniformMatrix2fv(loc, false, value);
- },
-
- attrib : function(name) {
- if (this.attribLocations[name] == null) {
- var loc = this.gl.getAttribLocation(this.shader.program, name);
- this.attribLocations[name] = loc;
- }
- return this.attribLocations[name];
- },
-
- uniform : function(name) {
- if (this.uniformLocations[name] == null) {
- var loc = this.gl.getUniformLocation(this.shader.program, name);
- this.uniformLocations[name] = loc;
- }
- return this.uniformLocations[name];
- }
-}
-Filter = function(gl, shader) {
- Shader.apply(this, arguments);
-}
-Filter.prototype = new Shader();
-Filter.prototype.apply = function(init) {
- this.use();
- var va = this.attrib("Vertex");
- var ta = this.attrib("Tex");
- var vbo = Quad.getCachedVBO(this.gl);
- if (init) init(this);
- vbo.draw(va, null, ta);
-}
-
-
-VBO = function(gl) {
- this.gl = gl;
- this.data = [];
- this.elementsVBO = null;
- for (var i=1; i<arguments.length; i++) {
- if (arguments[i].elements)
- this.elements = arguments[i];
- else
- this.data.push(arguments[i]);
- }
-}
-
-VBO.prototype = {
- initialized : false,
- length : 0,
- vbos : null,
- type : 'TRIANGLES',
- elementsVBO : null,
- elements : null,
-
- setData : function() {
- this.destroy();
- this.data = [];
- for (var i=0; i<arguments.length; i++) {
- if (arguments[i].elements)
- this.elements = arguments[i];
- else
- this.data.push(arguments[i]);
- }
- },
-
- destroy : function() {
- if (this.vbos != null)
- for (var i=0; i<this.vbos.length; i++)
- this.gl.deleteBuffer(this.vbos[i]);
- if (this.elementsVBO != null)
- this.gl.deleteBuffer(this.elementsVBO);
- this.length = this.elementsLength = 0;
- this.vbos = this.elementsVBO = null;
- this.initialized = false;
- },
-
- init : function() {
- this.destroy();
- var gl = this.gl;
-
- gl.getError();
- var vbos = [];
- var length = 0;
- for (var i=0; i<this.data.length; i++)
- vbos.push(gl.createBuffer());
- if (this.elements != null)
- this.elementsVBO = gl.createBuffer();
- try {
- throwError(gl, "genBuffers");
- for (var i = 0; i<this.data.length; i++) {
- var d = this.data[i];
- var dlen = Math.floor(d.data.length / d.size);
- if (i == 0 || dlen < length)
- length = dlen;
- if (!d.floatArray)
- d.floatArray = new Float32Array(d.data);
- gl.bindBuffer(gl.ARRAY_BUFFER, vbos[i]);
- throwError(gl, "bindBuffer");
- gl.bufferData(gl.ARRAY_BUFFER, d.floatArray, gl.STATIC_DRAW);
- throwError(gl, "bufferData");
- }
- if (this.elementsVBO != null) {
- var d = this.elements;
- this.elementsLength = d.data.length;
- this.elementsType = d.type == gl.UNSIGNED_BYTE ? d.type : gl.UNSIGNED_SHORT;
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
- throwError(gl, "bindBuffer ELEMENT_ARRAY_BUFFER");
- if (this.elementsType == gl.UNSIGNED_SHORT && !d.ushortArray) {
- d.ushortArray = new Uint16Array(d.data);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ushortArray, gl.STATIC_DRAW);
- } else if (this.elementsType == gl.UNSIGNED_BYTE && !d.ubyteArray) {
- d.ubyteArray = new Uint8Array(d.data);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ubyteArray, gl.STATIC_DRAW);
- }
- throwError(gl, "bufferData ELEMENT_ARRAY_BUFFER");
- }
- } catch(e) {
- for (var i=0; i<vbos.length; i++)
- gl.deleteBuffer(vbos[i]);
- throw(e);
- }
-
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
-
- this.length = length;
- this.vbos = vbos;
-
- this.initialized = true;
- },
-
- use : function() {
- if (!this.initialized) this.init();
- var gl = this.gl;
- for (var i=0; i<arguments.length; i++) {
- if (arguments[i] == null) continue;
- gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos[i]);
- gl.vertexAttribPointer(arguments[i], this.data[i].size, gl.FLOAT, false, 0, 0);
- gl.enableVertexAttribArray(arguments[i]);
- }
- if (this.elementsVBO != null) {
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
- }
- },
-
- draw : function() {
- var args = [];
- this.use.apply(this, arguments);
- var gl = this.gl;
- if (this.elementsVBO != null) {
- gl.drawElements(gl[this.type], this.elementsLength, this.elementsType, 0);
- } else {
- gl.drawArrays(gl[this.type], 0, this.length);
- }
- }
-}
-
-FBO = function(gl, width, height, use_depth) {
- this.gl = gl;
- this.width = width;
- this.height = height;
- if (use_depth != null)
- this.useDepth = use_depth;
-}
-FBO.prototype = {
- initialized : false,
- useDepth : true,
- fbo : null,
- rbo : null,
- texture : null,
-
- destroy : function() {
- if (this.fbo) this.gl.deleteFramebuffer(this.fbo);
- if (this.rbo) this.gl.deleteRenderbuffer(this.rbo);
- if (this.texture) this.gl.deleteTexture(this.texture);
- },
-
- init : function() {
- var gl = this.gl;
- var w = this.width, h = this.height;
- var fbo = this.fbo != null ? this.fbo : gl.createFramebuffer();
- var rb;
-
- gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
- checkError(gl, "FBO.init bindFramebuffer");
- if (this.useDepth) {
- rb = this.rbo != null ? this.rbo : gl.createRenderbuffer();
- gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
- checkError(gl, "FBO.init bindRenderbuffer");
- gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
- checkError(gl, "FBO.init renderbufferStorage");
- }
-
- var tex = this.texture != null ? this.texture : gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, tex);
- try {
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
- } catch (e) { // argh, no null texture support
- var tmp = this.getTempCanvas(w,h);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmp);
- }
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- checkError(gl, "FBO.init tex");
-
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
- checkError(gl, "FBO.init bind tex");
-
- if (this.useDepth) {
- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
- checkError(gl, "FBO.init bind depth buffer");
- }
-
- var fbstat = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
- if (fbstat != gl.FRAMEBUFFER_COMPLETE) {
- var glv;
- for (var v in gl) {
- try { glv = gl[v]; } catch (e) { glv = null; }
- if (glv == fbstat) { fbstat = v; break; }}
- log("Framebuffer status: " + fbstat);
- }
- checkError(gl, "FBO.init check fbo");
-
- this.fbo = fbo;
- this.rbo = rb;
- this.texture = tex;
- this.initialized = true;
- },
-
- getTempCanvas : function(w, h) {
- if (!FBO.tempCanvas) {
- FBO.tempCanvas = document.createElement('canvas');
- }
- FBO.tempCanvas.width = w;
- FBO.tempCanvas.height = h;
- return FBO.tempCanvas;
- },
-
- use : function() {
- if (!this.initialized) this.init();
- this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.fbo);
- }
-}
-
-function GLError(err, msg, fileName, lineNumber) {
- this.message = msg;
- this.glError = err;
-}
-
-GLError.prototype = new Error();
-
-function makeGLErrorWrapper(gl, fname) {
- return (function() {
- try {
- var rv = gl[fname].apply(gl, arguments);
- var err = gl.getError();
- if (err != gl.NO_ERROR) {
- throw(new GLError(
- err, "GL error "+getGLErrorAsString(gl, err)+" in "+fname));
- }
- return rv;
- } catch (e) {
- if (e.glError !== undefined) {
- throw e;
- }
- throw(new Error("Threw " + e.name +
- " in " + fname + "\n" +
- e.message + "\n" +
- arguments.callee.caller));
- }
- });
-}
-
-function wrapGLContext(gl) {
- var wrap = {};
- for (var i in gl) {
- try {
- if (typeof gl[i] == 'function') {
- wrap[i] = makeGLErrorWrapper(gl, i);
- } else {
- wrap[i] = gl[i];
- }
- } catch (e) {
- // log("wrapGLContext: Error accessing " + i);
- }
- }
- wrap.getError = function(){ return gl.getError(); };
- return wrap;
-}
-
-// Assert that f generates a specific GL error.
-function assertGLError(gl, err, name, f) {
- if (f == null) { f = name; name = null; }
- var r = false;
- var glErr = 0;
- try { f(); } catch(e) { r=true; glErr = e.glError; }
- if (glErr !== err) {
- if (glErr === undefined) {
- testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f);
- } else {
- testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
- " actual: " + getGLErrorAsString(gl, glErr), name, f);
- }
- return false;
- }
- return true;
-}
-
-// Assert that f generates some GL error. Used in situations where it's
-// ambigious which of multiple possible errors will be generated.
-function assertSomeGLError(gl, name, f) {
- if (f == null) { f = name; name = null; }
- var r = false;
- var glErr = 0;
- var err = 0;
- try { f(); } catch(e) { r=true; glErr = e.glError; }
- if (glErr === 0) {
- if (glErr === undefined) {
- testFailed("assertGLError: UNEXPCETED EXCEPTION", name, f);
- } else {
- testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
- " actual: " + getGLErrorAsString(gl, glErr), name, f);
- }
- return false;
- }
- return true;
-}
-
-// Assert that f throws an exception but does not generate a GL error.
-function assertThrowNoGLError(gl, name, f) {
- if (f == null) { f = name; name = null; }
- var r = false;
- var glErr = undefined;
- var exp;
- try { f(); } catch(e) { r=true; glErr = e.glError; exp = e;}
- if (!r) {
- testFailed(
- "assertThrowNoGLError: should have thrown exception", name, f);
- return false;
- } else {
- if (glErr !== undefined) {
- testFailed(
- "assertThrowNoGLError: should be no GL error but generated: " +
- getGLErrorAsString(gl, glErr), name, f);
- return false;
- }
- }
- testPassed("assertThrowNoGLError", name, f);
- return true;
-}
-
-Quad = {
- vertices : [
- -1,-1,0,
- 1,-1,0,
- -1,1,0,
- 1,-1,0,
- 1,1,0,
- -1,1,0
- ],
- normals : [
- 0,0,-1,
- 0,0,-1,
- 0,0,-1,
- 0,0,-1,
- 0,0,-1,
- 0,0,-1
- ],
- texcoords : [
- 0,0,
- 1,0,
- 0,1,
- 1,0,
- 1,1,
- 0,1
- ],
- indices : [0,1,2,1,5,2],
- makeVBO : function(gl) {
- return new VBO(gl,
- {size:3, data: Quad.vertices},
- {size:3, data: Quad.normals},
- {size:2, data: Quad.texcoords}
- )
- },
- cache: {},
- getCachedVBO : function(gl) {
- if (!this.cache[gl])
- this.cache[gl] = this.makeVBO(gl);
- return this.cache[gl];
- }
-}
-Cube = {
- vertices : [ 0.5, -0.5, 0.5, // +X
- 0.5, -0.5, -0.5,
- 0.5, 0.5, -0.5,
- 0.5, 0.5, 0.5,
-
- 0.5, 0.5, 0.5, // +Y
- 0.5, 0.5, -0.5,
- -0.5, 0.5, -0.5,
- -0.5, 0.5, 0.5,
-
- 0.5, 0.5, 0.5, // +Z
- -0.5, 0.5, 0.5,
- -0.5, -0.5, 0.5,
- 0.5, -0.5, 0.5,
-
- -0.5, -0.5, 0.5, // -X
- -0.5, 0.5, 0.5,
- -0.5, 0.5, -0.5,
- -0.5, -0.5, -0.5,
-
- -0.5, -0.5, 0.5, // -Y
- -0.5, -0.5, -0.5,
- 0.5, -0.5, -0.5,
- 0.5, -0.5, 0.5,
-
- -0.5, -0.5, -0.5, // -Z
- -0.5, 0.5, -0.5,
- 0.5, 0.5, -0.5,
- 0.5, -0.5, -0.5,
- ],
-
- normals : [ 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
-
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
-
- 0, 0, 1,
- 0, 0, 1,
- 0, 0, 1,
- 0, 0, 1,
-
- -1, 0, 0,
- -1, 0, 0,
- -1, 0, 0,
- -1, 0, 0,
-
- 0,-1, 0,
- 0,-1, 0,
- 0,-1, 0,
- 0,-1, 0,
-
- 0, 0,-1,
- 0, 0,-1,
- 0, 0,-1,
- 0, 0,-1
- ],
-
- indices : [],
- create : function(){
- for (var i = 0; i < 6; i++) {
- Cube.indices.push(i*4 + 0);
- Cube.indices.push(i*4 + 1);
- Cube.indices.push(i*4 + 3);
- Cube.indices.push(i*4 + 1);
- Cube.indices.push(i*4 + 2);
- Cube.indices.push(i*4 + 3);
- }
- },
-
- makeVBO : function(gl) {
- return new VBO(gl,
- {size:3, data: Cube.vertices},
- {size:3, data: Cube.normals},
- {elements: true, data: Cube.indices}
- )
- },
- cache : {},
- getCachedVBO : function(gl) {
- if (!this.cache[gl])
- this.cache[gl] = this.makeVBO(gl);
- return this.cache[gl];
- }
-}
-Cube.create();
-
-Sphere = {
- vertices : [],
- normals : [],
- indices : [],
- create : function(){
- var r = 0.75;
- function vert(theta, phi)
- {
- var r = 0.75;
- var x, y, z, nx, ny, nz;
-
- nx = Math.sin(theta) * Math.cos(phi);
- ny = Math.sin(phi);
- nz = Math.cos(theta) * Math.cos(phi);
- Sphere.normals.push(nx);
- Sphere.normals.push(ny);
- Sphere.normals.push(nz);
-
- x = r * Math.sin(theta) * Math.cos(phi);
- y = r * Math.sin(phi);
- z = r * Math.cos(theta) * Math.cos(phi);
- Sphere.vertices.push(x);
- Sphere.vertices.push(y);
- Sphere.vertices.push(z);
- }
- for (var phi = -Math.PI/2; phi < Math.PI/2; phi += Math.PI/20) {
- var phi2 = phi + Math.PI/20;
- for (var theta = -Math.PI/2; theta <= Math.PI/2; theta += Math.PI/20) {
- vert(theta, phi);
- vert(theta, phi2);
- }
- }
- }
-}
-
-Sphere.create();
-
-initGL_CONTEXT_ID = function(){
- var c = document.createElement('canvas');
- var contextNames = ['webgl', 'experimental-webgl'];
- GL_CONTEXT_ID = null;
- for (var i=0; i<contextNames.length; i++) {
- try {
- if (c.getContext(contextNames[i])) {
- GL_CONTEXT_ID = contextNames[i];
- break;
- }
- } catch (e) {}
- }
- if (!GL_CONTEXT_ID) {
- log("No WebGL context found. Unable to run tests.");
- }
-}
-
-initGL_CONTEXT_ID();

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