| /* |
| * Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file |
| * for details. All rights reserved. Use of this source code is governed by a |
| * BSD-style license that can be found in the LICENSE file. |
| */ |
| // 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. |
| |
| library webgl_test_utils; |
| |
| import 'dart:html'; |
| import 'dart:web_gl' as wgl; |
| import 'dart:typed_data'; |
| import "../../../../testcommon.dart"; |
| import "pwd.dart"; |
| |
| getBasePath() => '$root/'; |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var log = (msg) { |
| window.console.log(msg); |
| }; |
| |
| /** |
| * Wrapped logging function. |
| * @param {string} msg The message to log. |
| */ |
| var error = (msg) { |
| window.console.error(msg); |
| }; |
| |
| /** |
| * Turn off all logging. |
| */ |
| loggingOff() { |
| log = (_) {}; |
| error = (_) {}; |
| } |
| |
| /** |
| * 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. |
| */ |
| glEnumToString(gl, value) { |
| //TODO some verbose reporting for dart |
| |
| /*for (var p in gl) { |
| if (gl[p] == value) { |
| return p; |
| } |
| }*/ |
| return "0x" + value.toRadixString(16); |
| } |
| |
| var lastError = ""; |
| |
| /** |
| * Returns the last compiler/linker error. |
| * @return {string} The last compiler/linker error. |
| */ |
| getLastError() { |
| 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. |
| */ |
| endsWith(haystack, needle) { |
| return haystack.endsWith(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. |
| */ |
| startsWith(haystack, needle) { |
| return haystack.startsWith(needle); |
| } |
| |
| /** |
| * A vertex shader for a single texture. |
| * @type {string} |
| */ |
| var simpleTextureVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'attribute vec2 texCoord0;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| ' texCoord = texCoord0;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a single texture. |
| * @type {string} |
| */ |
| var simpleTextureFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform sampler2D tex;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_FragData[0] = texture2D(tex, texCoord);', |
| '}'].join('\n'); |
| |
| /** |
| * A vertex shader for a single texture. |
| * @type {string} |
| */ |
| var simpleColorVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| '}'].join('\n'); |
| |
| /** |
| * A fragment shader for a color. |
| * @type {string} |
| */ |
| var simpleColorFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform vec4 u_color;', |
| 'void main() {', |
| ' gl_FragData[0] = u_color;', |
| '}'].join('\n'); |
| |
| /** |
| * Creates a simple texture vertex shader. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @return {!WebGLShader} |
| */ |
| setupSimpleTextureVertexShader(gl) { |
| return loadShader(gl, simpleTextureVertexShader, wgl.VERTEX_SHADER); |
| } |
| |
| /** |
| * Creates a simple texture fragment shader. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @return {!WebGLShader} |
| */ |
| setupSimpleTextureFragmentShader(gl) { |
| return loadShader(gl, simpleTextureFragmentShader, wgl.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. |
| */ |
| setupProgram(gl, shaders, [opt_attribs, opt_locations]) { |
| var realShaders = []; |
| var program = gl.createProgram(); |
| for (var ii = 0; ii < shaders.length; ++ii) { |
| var shader = shaders[ii]; |
| if (shader is String) { |
| var element = document.getElementById(shader); |
| if (element != null) { |
| shader = loadShaderFromScript(gl, shader); |
| } else { |
| shader = loadShader(gl, shader, ii>0 ? wgl.FRAGMENT_SHADER : wgl.VERTEX_SHADER); |
| } |
| } |
| gl.attachShader(program, shader); |
| } |
| if (opt_attribs != null) { |
| for (var ii = 0; ii < opt_attribs.length; ++ii) { |
| gl.bindAttribLocation( |
| program, |
| opt_locations != null ? opt_locations[ii] : ii, |
| opt_attribs[ii]); |
| } |
| } |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, wgl.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} |
| */ |
| setupSimpleTextureProgram(gl, [opt_positionLocation=0, opt_texcoordLocation=1]) { |
| var vs = setupSimpleTextureVertexShader(gl); |
| var fs = setupSimpleTextureFragmentShader(gl); |
| if (vs == null || fs == null) { |
| return null; |
| } |
| var program = setupProgram( |
| gl, |
| [vs, fs], |
| ['vPosition', 'texCoord0'], |
| [opt_positionLocation, opt_texcoordLocation]); |
| if (program == null) { |
| 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. |
| */ |
| setupUnitQuad(gl, [opt_positionLocation=0, opt_texcoordLocation=1]) { |
| var objects = []; |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(wgl.ARRAY_BUFFER, new Float32List.fromList([ |
| 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]), wgl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_positionLocation); |
| gl.vertexAttribPointer(opt_positionLocation, 3, wgl.FLOAT, false, 0, 0); |
| objects.add(vertexObject); |
| |
| vertexObject = gl.createBuffer(); |
| gl.bindBuffer(wgl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(wgl.ARRAY_BUFFER, new Float32List.fromList([ |
| 1.0, 1.0, |
| 0.0, 1.0, |
| 0.0, 0.0, |
| 1.0, 1.0, |
| 0.0, 0.0, |
| 1.0, 0.0]), wgl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_texcoordLocation); |
| gl.vertexAttribPointer(opt_texcoordLocation, 2, wgl.FLOAT, false, 0, 0); |
| objects.add(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} |
| */ |
| setupTexturedQuad(gl, [opt_positionLocation=0, opt_texcoordLocation=1]) { |
| var program = setupSimpleTextureProgram( |
| gl, opt_positionLocation, opt_texcoordLocation); |
| setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); |
| return program; |
| } |
| |
| /** |
| * Creates a program and buffers for rendering a color quad. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} opt_positionLocation The attrib location for position. |
| * @return {!WebGLProgram} |
| */ |
| setupColorQuad(gl, [opt_positionLocation=0]) { |
| var program = setupProgram( |
| gl, |
| [simpleColorVertexShader, simpleColorFragmentShader], |
| ['vPosition'], |
| [opt_positionLocation]); |
| setupUnitQuad(gl, opt_positionLocation); |
| 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. |
| */ |
| setupQuad(gl, gridRes, [opt_positionLocation=0, opt_flipOddTriangles=false]) { |
| var positionLocation = opt_positionLocation; |
| var objects = []; |
| |
| var vertsAcross = gridRes + 1; |
| var numVerts = vertsAcross * vertsAcross; |
| var positions = new Float32List(numVerts * 3); |
| var indices = new Uint16List(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(wgl.ARRAY_BUFFER, buf); |
| gl.bufferData(wgl.ARRAY_BUFFER, positions, wgl.STATIC_DRAW); |
| gl.enableVertexAttribArray(positionLocation); |
| gl.vertexAttribPointer(positionLocation, 3, wgl.FLOAT, false, 0, 0); |
| objects.add(buf); |
| |
| buf = gl.createBuffer(); |
| gl.bindBuffer(wgl.ELEMENT_ARRAY_BUFFER, buf); |
| gl.bufferData(wgl.ELEMENT_ARRAY_BUFFER, indices, wgl.STATIC_DRAW); |
| objects.add(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. |
| */ |
| fillTexture(gl, tex, width, height, color, [opt_level=0]) { |
| var numPixels = width * height; |
| var size = numPixels * 4; |
| var buf = new Uint8List(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(wgl.TEXTURE_2D, tex); |
| gl.texImage2D( |
| wgl.TEXTURE_2D, opt_level, wgl.RGBA, width, height, 0, |
| wgl.RGBA, wgl.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} |
| */ |
| createColoredTexture(gl, width, height, color) { |
| var tex = gl.createTexture(); |
| fillTexture(gl, tex, width, height, color); |
| return tex; |
| } |
| |
| ubyteToFloat(c) { |
| return c / 255; |
| } |
| |
| /** |
| * Draws a previously setup quad in the given color. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {!Array.<number>} color The color to draw with. A 4 |
| * element array where each element is in the range 0 to |
| * 1. |
| */ |
| drawFloatColorQuad(gl, color) { |
| if (color is! Float32List) { |
| color = new Float32List.fromList(color); |
| } |
| var program = gl.getParameter(wgl.CURRENT_PROGRAM); |
| var colorLocation = gl.getUniformLocation(program, "u_color"); |
| gl.uniform4fv(colorLocation, color); |
| gl.drawArrays(wgl.TRIANGLES, 0, 6); |
| } |
| |
| /** |
| * Draws a previously setup quad in the given color. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {!Array.<number>} color The color to draw with. A 4 |
| * element array where each element is in the range 0 to |
| * 255. |
| */ |
| drawUByteColorQuad(gl, color) { |
| var floatColor = []; |
| for (var ii = 0; ii < color.length; ++ii) { |
| floatColor.add(ubyteToFloat(color[ii])); |
| } |
| drawFloatColorQuad(gl, floatColor); |
| } |
| |
| /** |
| * 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] |
| */ |
| drawQuad(gl, [opt_color=const [255, 255, 255, 255]]) { |
| gl.clearColor( |
| opt_color[0] / 255, |
| opt_color[1] / 255, |
| opt_color[2] / 255, |
| opt_color[3] / 255); |
| gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(wgl.TRIANGLES, 0, 6); |
| } |
| |
| /** |
| * Draws a previously setup quad. |
| * @param {!WebGLContext} gl The WebGLContext to use. |
| * @param {number} gridRes Resolution of grid. |
| * @param {!Array.<number>} opt_color The color to fill clear with before |
| * drawing. A 4 element array where each element is in the range 0 to |
| * 255. Default [255, 255, 255, 255] |
| */ |
| drawIndexedQuad(gl, gridRes, [opt_color=const [255, 255, 255, 255]]) { |
| gl.clearColor( |
| opt_color[0] / 255, |
| opt_color[1] / 255, |
| opt_color[2] / 255, |
| opt_color[3] / 255); |
| gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT); |
| gl.drawElements(wgl.TRIANGLES, gridRes * 6, wgl.UNSIGNED_SHORT, 0); |
| } |
| |
| /** |
| * 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. |
| */ |
| checkCanvasRect(gl, x, y, width, height, color, msg, [errorRange=0]) { |
| var buf = new Uint8List(width * height * 4); |
| gl.readPixels(x, y, width, height, wgl.RGBA, wgl.UNSIGNED_BYTE, buf); |
| for (var i = 0; i < width * height; ++i) { |
| var offset = i * 4; |
| for (var j = 0; j < color.length; ++j) { |
| if ((buf[offset + j] - color[j]).abs() > errorRange) { |
| var was = buf[offset + 0].toString(); |
| for (j = 1; j < color.length; ++j) { |
| was += "," + buf[offset + j].toString(); |
| } |
| var where = ': at (' + (i % width).toString() + ', ' + |
| (i / width).floor().toString() + |
| ') expected: ' + color.toString() + ' was ' + was; |
| testFailed(msg+where); |
| 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. |
| */ |
| checkCanvas(gl, color, msg, [errorRange=0]) { |
| 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. |
| */ |
| loadTexture(gl, url, callback) { |
| var texture = gl.createTexture(); |
| gl.bindTexture(wgl.TEXTURE_2D, texture); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MIN_FILTER, wgl.NEAREST); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MAG_FILTER, wgl.NEAREST); |
| var image = new ImageElement(); |
| image.onLoad.listen((_) { |
| gl.bindTexture(wgl.TEXTURE_2D, texture); |
| gl.pixelStorei(wgl.UNPACK_FLIP_Y_WEBGL, 1); |
| gl.texImage2DImage(wgl.TEXTURE_2D, 0, wgl.RGBA, wgl.RGBA, wgl.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. |
| */ |
| create3DContext([opt_canvas, opt_attributes]) { |
| opt_canvas = opt_canvas != null ? opt_canvas : |
| document.createElement("canvas"); |
| if (opt_canvas is String) { |
| opt_canvas = document.getElementById(opt_canvas); |
| } |
| var context = null; |
| var names = ["webgl", "experimental-webgl"]; |
| for (var i = 0; i < names.length; ++i) { |
| try { |
| if (opt_attributes == null) |
| context = opt_canvas.getContext(names[i]); |
| else |
| context = opt_canvas.getContext(names[i], opt_attributes); |
| } catch (e) { |
| } |
| if (context != null) { |
| break; |
| } |
| } |
| if (context == null) { |
| 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. |
| */ |
| getGLErrorAsString(gl, err) { |
| if (err == wgl.NO_ERROR) { |
| return "NO_ERROR"; |
| } |
| //TODO |
| /*for (var name in gl) { |
| if (gl[name] === err) { |
| return name; |
| } |
| }*/ |
| return err.toString(); |
| } |
| |
| //TODO skipped createGLErrorWrapper, create3DContextWithWrapperThatThrowsOnGLError |
| |
| readFile(file) { |
| var xhr = new HttpRequest(); |
| xhr.open("GET", file, async:false); |
| xhr.send(); |
| return xhr.responseText.replaceAll(new RegExp(r'\r'), ""); |
| } |
| |
| readFileList(url) { |
| var files = []; |
| if (url.substring(url.length - 4) == '.txt') { |
| var lines = readFile(url).split(new RegExp(r'\n')); |
| var prefix = ''; |
| var lastSlash = url.lastIndexOf('/'); |
| if (lastSlash >= 0) { |
| prefix = url.substring(0, lastSlash + 1); |
| } |
| for (var ii = 0; ii < lines.length; ++ii) { |
| var str = lines[ii].replaceFirst(new RegExp(r'^\s\s*'), '') |
| .replaceFirst(new RegExp(r'\s\s*$'), ''); |
| if (str.length > 4 && |
| str[0] != '#' && |
| str[0] != ";" && |
| str.substring(0, 2) != "//") { |
| var names = str.split(new RegExp(' +')); |
| if (names.length == 1) { |
| var new_url = prefix + str; |
| files.addAll(readFileList(new_url)); |
| } else { |
| var s = ""; |
| var p = ""; |
| for (var jj = 0; jj < names.length; ++jj) { |
| s += p + prefix + names[jj]; |
| p = " "; |
| } |
| files.add(s); |
| } |
| } |
| } |
| } else { |
| files.add(url); |
| } |
| return files; |
| } |
| |
| /** |
| * 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 {function} func Function to evaluate. |
| */ |
| shouldGenerateGLError(gl, glError, func) { |
| var exception; |
| try { |
| func(); |
| } catch (e) { |
| exception = e; |
| } |
| if (exception != null) { |
| testFailed("Threw unexpected exception: $exception"); |
| } else { |
| var err = gl.getError(); |
| if (err != glError) { |
| testFailed("Expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + "."); |
| } else { |
| testPassed("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 |
| */ |
| glErrorShouldBe(gl, glError, [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. |
| */ |
| linkProgram(gl, program, [opt_errorCallback]) { |
| // Link the program |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, wgl.LINK_STATUS); |
| if (!linked) { |
| // something went wrong with the link |
| var error = gl.getProgramInfoLog (program); |
| |
| testFailed("Error in program linking:" + error); |
| |
| gl.deleteProgram(program); |
| } |
| } |
| |
| /** |
| * 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. |
| */ |
| loadShader(gl, shaderSource, shaderType, [opt_errorCallback]) { |
| var errFn = opt_errorCallback != null ? 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 != wgl.NO_ERROR) { |
| errFn("*** Error loading shader '" + shader.toString() + "':" + |
| glEnumToString(gl, err)); |
| return null; |
| } |
| |
| // Compile the shader |
| gl.compileShader(shader); |
| |
| // Check the compile status |
| var compiled = gl.getShaderParameter(shader, wgl.COMPILE_STATUS); |
| if (!compiled) { |
| // Something went wrong during compilation; get the error |
| lastError = gl.getShaderInfoLog(shader); |
| errFn("*** Error compiling shader '" + shader.toString() + "':" + |
| 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. |
| */ |
| loadShaderFromFile(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. |
| */ |
| loadShaderFromScript(gl, scriptId, [opt_shaderType, opt_errorCallback]) { |
| var shaderSource = ""; |
| var shaderType; |
| var shaderScript = document.getElementById(scriptId); |
| if (shaderScript == null) { |
| throw("*** Error: unknown script element" + scriptId); |
| } |
| shaderSource = shaderScript.text; |
| |
| if (opt_shaderType == null) { |
| if (shaderScript.type == "x-shader/x-vertex") { |
| shaderType = wgl.VERTEX_SHADER; |
| } else if (shaderScript.type == "x-shader/x-fragment") { |
| shaderType = wgl.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 != null ? opt_shaderType : shaderType, |
| opt_errorCallback); |
| } |
| |
| loadStandardProgram(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. |
| */ |
| loadProgramFromFile(gl, vertexShaderPath, fragmentShaderPath, [opt_errorCallback]) { |
| var program = gl.createProgram(); |
| gl.attachShader( |
| program, |
| loadShaderFromFile( |
| gl, vertexShaderPath, wgl.VERTEX_SHADER, opt_errorCallback)); |
| gl.attachShader( |
| program, |
| loadShaderFromFile( |
| gl, fragmentShaderPath, wgl.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. |
| */ |
| loadProgramFromScript( |
| gl, vertexScriptId, fragmentScriptId, [opt_errorCallback]) { |
| var program = gl.createProgram(); |
| gl.attachShader( |
| program, |
| loadShaderFromScript( |
| gl, vertexScriptId, wgl.VERTEX_SHADER, opt_errorCallback)); |
| gl.attachShader( |
| program, |
| loadShaderFromScript( |
| gl, fragmentScriptId, wgl.FRAGMENT_SHADER, opt_errorCallback)); |
| linkProgram(gl, program, opt_errorCallback); |
| return program; |
| } |
| |
| loadStandardVertexShader(gl) { |
| return loadShaderFromFile( |
| gl, getBasePath() + "vertexShader.vert", wgl.VERTEX_SHADER); |
| } |
| |
| loadStandardFragmentShader(gl) { |
| return loadShaderFromFile( |
| gl, getBasePath() + "fragmentShader.frag", wgl.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. |
| */ |
| loadImageAsync(url, callback) { |
| var img = document.createElement('img'); |
| img.onLoad.listen((_) { |
| 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. |
| */ |
| loadImagesAsync(urls, callback) { |
| var count = 0; |
| var images = { }; |
| countDown() { |
| --count; |
| if (count == 0) { |
| callback(images); |
| } |
| } |
| imageLoaded(url) { |
| return (img) { |
| images[url] = img; |
| countDown(); |
| }; |
| } |
| for (var ii = 0; ii < urls.length; ++ii) { |
| ++count; |
| loadImageAsync(urls[ii], imageLoaded(urls[ii])); |
| } |
| } |
| |
| // Add your prefix here. |
| var browserPrefixes = [ |
| "", |
| "MOZ_", |
| "OP_", |
| "WEBKIT_" |
| ]; |
| |
| /** |
| * Given an extension name like WEBGL_compressed_texture_s3tc |
| * returns the name of the supported version extension, like |
| * WEBKIT_WEBGL_compressed_teture_s3tc |
| * @param {string} name Name of extension to look for |
| * @return {string} name of extension found or undefined if not |
| * found. |
| */ |
| getSupportedExtensionWithKnownPrefixes(gl, name) { |
| var supported = gl.getSupportedExtensions(); |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| var prefixedName = browserPrefixes[ii] + name; |
| if (supported.indexOf(prefixedName) >= 0) { |
| return prefixedName; |
| } |
| } |
| return null; |
| } |
| |
| /** |
| * Given an extension name like WEBGL_compressed_texture_s3tc |
| * returns the supported version extension, like |
| * WEBKIT_WEBGL_compressed_teture_s3tc |
| * @param {string} name Name of extension to look for |
| * @return {WebGLExtension} The extension or undefined if not |
| * found. |
| */ |
| getExtensionWithKnownPrefixes(gl, name) { |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { |
| var prefixedName = browserPrefixes[ii] + name; |
| var ext = gl.getExtension(prefixedName); |
| if (ext != null) { |
| return ext; |
| } |
| } |
| return null; |
| } |
| |
| var requestAnimFrame = window.requestAnimationFrame; |
| |
| var cancelAnimFrame = window.cancelAnimationFrame; |
| |
| waitFrames(frames, callback) { |
| var countDown; |
| countDown = (_) { |
| if (frames == 0) { |
| callback(); |
| } else { |
| --frames; |
| requestAnimFrame(countDown); |
| } |
| }; |
| countDown(null); |
| } |