blob: ec8659efd5c5062677403ed1a45331a5504b7233 [file] [log] [blame]
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are 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 Materials.
**
** THE MATERIALS ARE 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
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
var WebGLTestUtils = (function() {
"use strict";
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var log = function(msg) {
bufferedLogToConsole(msg);
};
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var error = function(msg) {
// For the time being, diverting this to window.console.log rather
// than window.console.error. If anyone cares enough they can
// generalize the mechanism in js-test-pre.js.
log(msg);
};
/**
* Turn off all logging.
*/
var loggingOff = function() {
log = function() {};
error = function() {};
};
/**
* Converts a WebGL enum to a string.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} value The enum value.
* @return {string} The enum as a string.
*/
var glEnumToString = function(gl, value) {
// Optimization for the most common enum:
if (value === gl.NO_ERROR) {
return "NO_ERROR";
}
for (var p in gl) {
if (gl[p] == value) {
if (p == 'drawingBufferWidth' || p == 'drawingBufferHeight') {
continue;
}
return p;
}
}
return "0x" + Number(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');
/**
* A fragment shader for a single cube map texture.
* @type {string}
*/
var simpleCubeMapTextureFragmentShader = [
'precision mediump float;',
'uniform samplerCube tex;',
'uniform int face;',
'varying vec2 texCoord;',
'void main() {',
// Transform [0, 1] -> [-1, 1]
' vec2 texC2 = (texCoord * 2.) - 1.;',
// Transform 2d tex coord. to each face of TEXTURE_CUBE_MAP coord.
' vec3 texCube = vec3(0., 0., 0.);',
' if (face == 34069) {', // TEXTURE_CUBE_MAP_POSITIVE_X
' texCube = vec3(1., -texC2.y, -texC2.x);',
' } else if (face == 34070) {', // TEXTURE_CUBE_MAP_NEGATIVE_X
' texCube = vec3(-1., -texC2.y, texC2.x);',
' } else if (face == 34071) {', // TEXTURE_CUBE_MAP_POSITIVE_Y
' texCube = vec3(texC2.x, 1., texC2.y);',
' } else if (face == 34072) {', // TEXTURE_CUBE_MAP_NEGATIVE_Y
' texCube = vec3(texC2.x, -1., -texC2.y);',
' } else if (face == 34073) {', // TEXTURE_CUBE_MAP_POSITIVE_Z
' texCube = vec3(texC2.x, -texC2.y, 1.);',
' } else if (face == 34074) {', // TEXTURE_CUBE_MAP_NEGATIVE_Z
' texCube = vec3(-texC2.x, -texC2.y, -1.);',
' }',
' gl_FragData[0] = textureCube(tex, texCube);',
'}'].join('\n');
/**
* A vertex shader for a single texture.
* @type {string}
*/
var noTexCoordTextureVertexShader = [
'attribute vec4 vPosition;',
'varying vec2 texCoord;',
'void main() {',
' gl_Position = vPosition;',
' texCoord = vPosition.xy * 0.5 + 0.5;',
'}'].join('\n');
/**
* A vertex shader for a uniform color.
* @type {string}
*/
var simpleVertexShader = [
'attribute vec4 vPosition;',
'void main() {',
' gl_Position = vPosition;',
'}'].join('\n');
/**
* A fragment shader for a uniform color.
* @type {string}
*/
var simpleColorFragmentShader = [
'precision mediump float;',
'uniform vec4 u_color;',
'void main() {',
' gl_FragData[0] = u_color;',
'}'].join('\n');
/**
* A vertex shader for vertex colors.
* @type {string}
*/
var simpleVertexColorVertexShader = [
'attribute vec4 vPosition;',
'attribute vec4 a_color;',
'varying vec4 v_color;',
'void main() {',
' gl_Position = vPosition;',
' v_color = a_color;',
'}'].join('\n');
/**
* A fragment shader for vertex colors.
* @type {string}
*/
var simpleVertexColorFragmentShader = [
'precision mediump float;',
'varying vec4 v_color;',
'void main() {',
' gl_FragData[0] = v_color;',
'}'].join('\n');
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<!WebGLShader|string>} shaders The shaders to
* attach, or the source, or the id of a script to get
* the source from.
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
* @param {boolean} opt_logShaders Whether to log shader source.
*/
var setupProgram = function(
gl, shaders, opt_attribs, opt_locations, opt_logShaders) {
var realShaders = [];
var program = gl.createProgram();
var shaderCount = 0;
for (var ii = 0; ii < shaders.length; ++ii) {
var shader = shaders[ii];
var shaderType = undefined;
if (typeof shader == 'string') {
var element = document.getElementById(shader);
if (element) {
if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment")
shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER;
shader = loadShaderFromScript(gl, shader, shaderType, undefined, opt_logShaders);
} else if (endsWith(shader, ".vert")) {
shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER, undefined, opt_logShaders);
} else if (endsWith(shader, ".frag")) {
shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER, undefined, opt_logShaders);
} else {
shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER, undefined, opt_logShaders);
}
} else if (opt_logShaders) {
throw 'Shader source logging requested but no shader source provided';
}
if (shader) {
++shaderCount;
gl.attachShader(program, shader);
}
}
if (shaderCount != 2) {
error("Error in compiling shader");
return null;
}
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 program, attaches shader, sets up trasnform feedback varyings,
* binds attrib locations, links the program and calls useProgram.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<!WebGLShader|string>} shaders The shaders to
* attach, or the source, or the id of a script to get
* the source from.
* @param {!Array.<string>} varyings The transform feedback varying names.
* @param {number} bufferMode The mode used to capture the varying variables.
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
* @param {boolean} opt_logShaders Whether to log shader source.
*/
var setupTransformFeedbackProgram = function(
gl, shaders, varyings, bufferMode, opt_attribs, opt_locations, opt_logShaders) {
var realShaders = [];
var program = gl.createProgram();
var shaderCount = 0;
for (var ii = 0; ii < shaders.length; ++ii) {
var shader = shaders[ii];
var shaderType = undefined;
if (typeof shader == 'string') {
var element = document.getElementById(shader);
if (element) {
if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment")
shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER;
shader = loadShaderFromScript(gl, shader, shaderType, undefined, opt_logShaders);
} else if (endsWith(shader, ".vert")) {
shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER, undefined, opt_logShaders);
} else if (endsWith(shader, ".frag")) {
shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER, undefined, opt_logShaders);
} else {
shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER, undefined, opt_logShaders);
}
} else if (opt_logShaders) {
throw 'Shader source logging requested but no shader source provided';
}
if (shader) {
++shaderCount;
gl.attachShader(program, shader);
}
}
if (shaderCount != 2) {
error("Error in compiling shader");
return null;
}
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.transformFeedbackVaryings(program, varyings, bufferMode);
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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @return {WebGLProgram}
*/
var setupNoTexCoordTextureProgram = function(gl) {
return setupProgram(gl,
[noTexCoordTextureVertexShader, simpleTextureFragmentShader],
['vPosition'],
[0]);
};
/**
* Creates a simple texture program.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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;
return setupProgram(gl,
[simpleTextureVertexShader, simpleTextureFragmentShader],
['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
};
/**
* Creates a simple cube map texture program.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {WebGLProgram}
*/
var setupSimpleCubeMapTextureProgram = function(
gl, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
return setupProgram(gl,
[simpleTextureVertexShader, simpleCubeMapTextureFragmentShader],
['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
};
/**
* Creates a simple vertex color program.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_vertexColorLocation The attrib location
* for vertex colors.
* @return {WebGLProgram}
*/
var setupSimpleVertexColorProgram = function(
gl, opt_positionLocation, opt_vertexColorLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_vertexColorLocation = opt_vertexColorLocation || 1;
return setupProgram(gl,
[simpleVertexColorVertexShader, simpleVertexColorFragmentShader],
['vPosition', 'a_color'],
[opt_positionLocation, opt_vertexColorLocation]);
};
/**
* Creates a simple color program.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @return {WebGLProgram}
*/
var setupSimpleColorProgram = function(gl, opt_positionLocation) {
opt_positionLocation = opt_positionLocation || 0;
return setupProgram(gl,
[simpleVertexShader, simpleColorFragmentShader],
['vPosition'],
[opt_positionLocation]);
};
/**
* Creates buffers for a textured unit quad and attaches them to vertex attribs.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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) {
return setupUnitQuadWithTexCoords(gl, [ 0.0, 0.0 ], [ 1.0, 1.0 ],
opt_positionLocation, opt_texcoordLocation);
};
/**
* Creates buffers for a textured unit quad with specified lower left
* and upper right texture coordinates, and attaches them to vertex
* attribs.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner.
* @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner.
* @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 setupUnitQuadWithTexCoords = function(
gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation) {
return setupQuad(gl, {
positionLocation: opt_positionLocation || 0,
texcoordLocation: opt_texcoordLocation || 1,
lowerLeftTexCoords: lowerLeftTexCoords,
upperRightTexCoords: upperRightTexCoords
});
};
/**
* Makes a quad with various options.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Object} options
*
* scale: scale to multiple unit quad values by. default 1.0.
* positionLocation: attribute location for position.
* texcoordLocation: attribute location for texcoords.
* If this does not exist no texture coords are created.
* lowerLeftTexCoords: an array of 2 values for the
* lowerLeftTexCoords.
* upperRightTexCoords: an array of 2 values for the
* upperRightTexCoords.
*/
var setupQuad = function(gl, options) {
var positionLocation = options.positionLocation || 0;
var scale = options.scale || 1;
var objects = [];
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0 * scale , 1.0 * scale,
-1.0 * scale , 1.0 * scale,
-1.0 * scale , -1.0 * scale,
1.0 * scale , 1.0 * scale,
-1.0 * scale , -1.0 * scale,
1.0 * scale , -1.0 * scale]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
if (options.texcoordLocation !== undefined) {
var llx = options.lowerLeftTexCoords[0];
var lly = options.lowerLeftTexCoords[1];
var urx = options.upperRightTexCoords[0];
var ury = options.upperRightTexCoords[1];
vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
urx, ury,
llx, ury,
llx, lly,
urx, ury,
llx, lly,
urx, lly]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(options.texcoordLocation);
gl.vertexAttribPointer(options.texcoordLocation, 2, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
}
return objects;
};
/**
* Creates a program and buffers for rendering a textured quad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for
* position. Default = 0.
* @param {number} opt_texcoordLocation The attrib location for
* texture coords. Default = 1.
* @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 program and buffers for rendering a color quad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @return {!WebGLProgram}
*/
var setupColorQuad = function(gl, opt_positionLocation) {
opt_positionLocation = opt_positionLocation || 0;
var program = setupSimpleColorProgram(gl);
setupUnitQuad(gl, opt_positionLocation);
return program;
};
/**
* Creates a program and buffers for rendering a textured quad with
* specified lower left and upper right texture coordinates.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner.
* @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {!WebGLProgram}
*/
var setupTexturedQuadWithTexCoords = function(
gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation) {
var program = setupSimpleTextureProgram(
gl, opt_positionLocation, opt_texcoordLocation);
setupUnitQuadWithTexCoords(gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation);
return program;
};
/**
* Creates a program and buffers for rendering a textured quad with
* a cube map texture.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for
* position. Default = 0.
* @param {number} opt_texcoordLocation The attrib location for
* texture coords. Default = 1.
* @return {!WebGLProgram}
*/
var setupTexturedQuadWithCubeMap = function(
gl, opt_positionLocation, opt_texcoordLocation) {
var program = setupSimpleCubeMapTextureProgram(
gl, opt_positionLocation, opt_texcoordLocation);
setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
return program;
};
/**
* Creates a unit quad with only positions of a given resolution.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} gridRes The resolution of the mesh grid,
* expressed in the number of quads across and down.
* @param {number} opt_positionLocation The attrib location for position.
*/
var setupIndexedQuad = function (
gl, gridRes, opt_positionLocation, opt_flipOddTriangles) {
return setupIndexedQuadWithOptions(gl,
{ gridRes: gridRes,
positionLocation: opt_positionLocation,
flipOddTriangles: opt_flipOddTriangles
});
};
/**
* Creates a quad with various options.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Object} options The options. See below.
* @return {!Array.<WebGLBuffer>} The created buffers.
* [positions, <colors>, indices]
*
* Options:
* gridRes: number of quads across and down grid.
* positionLocation: attrib location for position
* flipOddTriangles: reverse order of vertices of every other
* triangle
* positionOffset: offset added to each vertex
* positionMult: multipier for each vertex
* colorLocation: attrib location for vertex colors. If
* undefined no vertex colors will be created.
*/
var setupIndexedQuadWithOptions = function (gl, options) {
var positionLocation = options.positionLocation || 0;
var objects = [];
var gridRes = options.gridRes || 1;
var positionOffset = options.positionOffset || 0;
var positionMult = options.positionMult || 1;
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) * positionMult + positionOffset;
positions[poffset + 1] = (-1 + 2 * yy / gridRes) * positionMult + positionOffset;
positions[poffset + 2] = 0;
poffset += 3;
}
}
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);
if (options.colorLocation !== undefined) {
var colors = new Float32Array(numVerts * 4);
for (var yy = 0; yy <= gridRes; ++yy) {
for (var xx = 0; xx <= gridRes; ++xx) {
if (options.color !== undefined) {
colors[poffset + 0] = options.color[0];
colors[poffset + 1] = options.color[1];
colors[poffset + 2] = options.color[2];
colors[poffset + 3] = options.color[3];
} else {
colors[poffset + 0] = xx / gridRes;
colors[poffset + 1] = yy / gridRes;
colors[poffset + 2] = (xx / gridRes) * (yy / gridRes);
colors[poffset + 3] = (yy % 2) * 0.5 + 0.5;
}
poffset += 4;
}
}
buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.enableVertexAttribArray(options.colorLocation);
gl.vertexAttribPointer(options.colorLocation, 4, gl.FLOAT, false, 0, 0);
objects.push(buf);
}
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 (options.flipOddTriangles) {
indices[tbase + 4] = index + vertsAcross + 1;
indices[tbase + 5] = index + 1;
}
index += 1;
tbase += 6;
}
}
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;
};
/**
* Returns the constructor for a typed array that corresponds to the given
* WebGL type.
* @param {!WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {number} type The WebGL type (eg, gl.UNSIGNED_BYTE)
* @return {!Constructor} The typed array constructor that
* corresponds to the given type.
*/
var glTypeToTypedArrayType = function(gl, type) {
switch (type) {
case gl.BYTE:
return window.Int8Array;
case gl.UNSIGNED_BYTE:
return window.Uint8Array;
case gl.SHORT:
return window.Int16Array;
case gl.UNSIGNED_SHORT:
case gl.UNSIGNED_SHORT_5_6_5:
case gl.UNSIGNED_SHORT_4_4_4_4:
case gl.UNSIGNED_SHORT_5_5_5_1:
return window.Uint16Array;
case gl.INT:
return window.Int32Array;
case gl.UNSIGNED_INT:
return window.Uint32Array;
default:
throw 'unknown gl type ' + glEnumToString(gl, type);
}
};
/**
* Returns the number of bytes per component for a given WebGL type.
* @param {!WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {GLenum} type The WebGL type (eg, gl.UNSIGNED_BYTE)
* @return {number} The number of bytes per component.
*/
var getBytesPerComponent = function(gl, type) {
switch (type) {
case gl.BYTE:
case gl.UNSIGNED_BYTE:
return 1;
case gl.SHORT:
case gl.UNSIGNED_SHORT:
case gl.UNSIGNED_SHORT_5_6_5:
case gl.UNSIGNED_SHORT_4_4_4_4:
case gl.UNSIGNED_SHORT_5_5_5_1:
return 2;
case gl.INT:
case gl.UNSIGNED_INT:
return 4;
default:
throw 'unknown gl type ' + glEnumToString(gl, type);
}
};
/**
* Returns the number of typed array elements per pixel for a given WebGL
* format/type combination. The corresponding typed array type can be determined
* by calling glTypeToTypedArrayType.
* @param {!WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {GLenum} format The WebGL format (eg, gl.RGBA)
* @param {GLenum} type The WebGL type (eg, gl.UNSIGNED_BYTE)
* @return {number} The number of typed array elements per pixel.
*/
var getTypedArrayElementsPerPixel = function(gl, format, type) {
switch (type) {
case gl.UNSIGNED_SHORT_5_6_5:
case gl.UNSIGNED_SHORT_4_4_4_4:
case gl.UNSIGNED_SHORT_5_5_5_1:
return 1;
case gl.UNSIGNED_BYTE:
break;
default:
throw 'not a gl type for color information ' + glEnumToString(gl, type);
}
switch (format) {
case gl.RGBA:
return 4;
case gl.RGB:
return 3;
case gl.LUMINANCE_ALPHA:
return 2;
case gl.LUMINANCE:
case gl.ALPHA:
return 1;
default:
throw 'unknown gl format ' + glEnumToString(gl, format);
}
};
/**
* Fills the given texture with a solid color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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.
* where each element is in the range 0 to 255.
* @param {number} opt_level The level of the texture to fill. Default = 0.
* @param {number} opt_format The format for the texture.
*/
var fillTexture = function(gl, tex, width, height, color, opt_level, opt_format, opt_type) {
opt_level = opt_level || 0;
opt_format = opt_format || gl.RGBA;
opt_type = opt_type || gl.UNSIGNED_BYTE;
var pack = gl.getParameter(gl.UNPACK_ALIGNMENT);
var numComponents = color.length;
var bytesPerComponent = getBytesPerComponent(gl, opt_type);
var rowSize = numComponents * width * bytesPerComponent;
var paddedRowSize = Math.floor((rowSize + pack - 1) / pack) * pack;
var size = rowSize + (height - 1) * paddedRowSize;
size = Math.floor((size + bytesPerComponent - 1) / bytesPerComponent) * bytesPerComponent;
var buf = new (glTypeToTypedArrayType(gl, opt_type))(size);
for (var yy = 0; yy < height; ++yy) {
var off = yy * paddedRowSize;
for (var xx = 0; xx < width; ++xx) {
for (var jj = 0; jj < numComponents; ++jj) {
buf[off++] = color[jj];
}
}
}
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D, opt_level, opt_format, width, height, 0,
opt_format, opt_type, buf);
};
/**
* Creates a texture and fills it with a solid color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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;
};
var ubyteToFloat = function(c) {
return c / 255;
};
var ubyteColorToFloatColor = function(color) {
var floatColor = [];
for (var ii = 0; ii < color.length; ++ii) {
floatColor[ii] = ubyteToFloat(color[ii]);
}
return floatColor;
};
/**
* Sets the "u_color" uniform of the current program to color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} color 4 element array of 0-1 color
* components.
*/
var setFloatDrawColor = function(gl, color) {
var program = gl.getParameter(gl.CURRENT_PROGRAM);
var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);
};
/**
* Sets the "u_color" uniform of the current program to color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} color 4 element array of 0-255 color
* components.
*/
var setUByteDrawColor = function(gl, color) {
setFloatDrawColor(gl, ubyteColorToFloatColor(color));
};
/**
* Draws a previously setup quad in the given color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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.
*/
var drawFloatColorQuad = function(gl, color) {
var program = gl.getParameter(gl.CURRENT_PROGRAM);
var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
/**
* Draws a previously setup quad in the given color.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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.
*/
var drawUByteColorQuad = function(gl, color) {
drawFloatColorQuad(gl, ubyteColorToFloatColor(color));
};
/**
* Draws a previously setupUnitQuad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
*/
var drawUnitQuad = function(gl) {
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
/**
* Clears then Draws a previously setupUnitQuad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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 clearAndDrawUnitQuad = 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);
drawUnitQuad(gl);
};
/**
* Draws a quad previously setup with setupIndexedQuad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} gridRes Resolution of grid.
*/
var drawIndexedQuad = function(gl, gridRes) {
gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0);
};
/**
* Draws a previously setupIndexedQuad
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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]
*/
var clearAndDrawIndexedQuad = function(gl, gridRes, 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);
drawIndexedQuad(gl, gridRes);
};
/**
* Clips a range to min, max
* (Eg. clipToRange(-5,7,0,20) would return {value:0,extent:2}
* @param {number} value start of range
* @param {number} extent extent of range
* @param {number} min min.
* @param {number} max max.
* @return {!{value:number,extent:number}} The clipped value.
*/
var clipToRange = function(value, extent, min, max) {
if (value < min) {
extent -= min - value;
value = min;
}
var end = value + extent;
if (end > max) {
extent -= end - max;
}
if (extent < 0) {
value = max;
extent = 0;
}
return {value:value, extent: extent};
};
/**
* Determines if the passed context is an instance of a WebGLRenderingContext
* or later variant (like WebGL2RenderingContext)
* @param {CanvasRenderingContext} ctx The context to check.
*/
var isWebGLContext = function(ctx) {
if (ctx instanceof WebGLRenderingContext)
return true;
if ('WebGL2RenderingContext' in window && ctx instanceof WebGL2RenderingContext)
return true;
return false;
};
/**
* Creates a check rect is used by checkCanvasRects.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check in case of checking from
* a GL context or top corner in case of checking from a 2D context.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} color The color expected. A 4 element array where
* each element is in the range 0 to 255.
* @param {string} opt_msg Message to associate with success. Eg
* ("should be red").
* @param {number} opt_errorRange Optional. Acceptable error in
* color checking. 0 by default.
*/
var makeCheckRect = function(x, y, width, height, color, msg, errorRange) {
var rect = {
'x': x, 'y': y,
'width': width, 'height': height,
'color': color, 'msg': msg,
'errorRange': errorRange,
'checkRect': function (buf, l, b, w) {
for (var px = (x - l) ; px < (x + width - l) ; ++px) {
for (var py = (y - b) ; py < (y + height - b) ; ++py) {
var offset = (py * w + px) * 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('at (' + px + ', ' + py +
') expected: ' + color + ' was ' + was);
return;
}
}
}
}
testPassed(msg);
}
}
return rect;
};
/**
* Checks that a portions of a canvas or the currently attached framebuffer is 1 color.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {!Array.<checkRect>} array of rects to check for matching color.
*/
var checkCanvasRects = function(gl, rects) {
if (rects.length > 0) {
var left = rects[0].x;
var right = rects[0].x + rects[1].width;
var bottom = rects[0].y;
var top = rects[0].y + rects[0].height;
for (var i = 1; i < rects.length; ++i) {
left = Math.min(left, rects[i].x);
right = Math.max(right, rects[i].x + rects[i].width);
bottom = Math.min(bottom, rects[i].y);
top = Math.max(top, rects[i].y + rects[i].height);
}
var width = right - left;
var height = top - bottom;
var buf = new Uint8Array(width * height * 4);
gl.readPixels(left, bottom, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
for (var i = 0; i < rects.length; ++i) {
rects[i].checkRect(buf, left, bottom, width);
}
}
};
/**
* Checks that a portion of a canvas or the currently attached framebuffer is 1 color.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check in case of checking from
* a GL context or top corner in case of checking from a 2D context.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} color The color expected. A 4 element array where
* each element is in the range 0 to 255.
* @param {number} opt_errorRange Optional. Acceptable error in
* color checking. 0 by default.
* @param {!function()} sameFn Function to call if all pixels
* are the same as color.
* @param {!function()} differentFn Function to call if a pixel
* is different than color
* @param {!function()} logFn Function to call for logging.
* @param {Uint8Array} opt_readBackBuf typically passed to reuse existing
* buffer while reading back pixels.
*/
var checkCanvasRectColor = function(gl, x, y, width, height, color, opt_errorRange, sameFn, differentFn, logFn, opt_readBackBuf) {
if (isWebGLContext(gl) && !gl.getParameter(gl.FRAMEBUFFER_BINDING)) {
// We're reading the backbuffer so clip.
var xr = clipToRange(x, width, 0, gl.canvas.width);
var yr = clipToRange(y, height, 0, gl.canvas.height);
if (!xr.extent || !yr.extent) {
logFn("checking rect: effective width or height is zero");
sameFn();
return;
}
x = xr.value;
y = yr.value;
width = xr.extent;
height = yr.extent;
}
var errorRange = opt_errorRange || 0;
if (!errorRange.length) {
errorRange = [errorRange, errorRange, errorRange, errorRange]
}
var buf;
if (isWebGLContext(gl)) {
buf = opt_readBackBuf ? opt_readBackBuf : new Uint8Array(width * height * 4);
gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
} else {
buf = gl.getImageData(x, y, width, height).data;
}
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[j]) {
var was = buf[offset + 0].toString();
for (j = 1; j < color.length; ++j) {
was += "," + buf[offset + j];
}
differentFn('at (' + (x + (i % width)) + ', ' + (y + Math.floor(i / width)) +
') expected: ' + color + ' was ' + was);
return;
}
}
}
sameFn();
};
/**
* Checks that a portion of a canvas or the currently attached framebuffer is 1 color.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check in case of checking from
* a GL context or top corner in case of checking from a 2D context.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} color The color expected. A 4 element array where
* each element is in the range 0 to 255.
* @param {string} opt_msg Message to associate with success. Eg
* ("should be red").
* @param {number} opt_errorRange Optional. Acceptable error in
* color checking. 0 by default.
*/
var checkCanvasRect = function(gl, x, y, width, height, color, opt_msg, opt_errorRange) {
checkCanvasRectColor(
gl, x, y, width, height, color, opt_errorRange,
function() {
var msg = opt_msg;
if (msg === undefined)
msg = "should be " + color.toString();
testPassed(msg);
},
testFailed,
debug);
};
/**
* Checks that an entire canvas or the currently attached framebuffer is 1 color.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {!Array.<number>} color The color expected. 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);
};
/**
* Checks a rectangular area both inside the area and outside
* the area.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check in case of checking from
* a GL context or top corner in case of checking from a 2D context.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} innerColor The color expected inside
* the area. A 4 element array where each element is in the
* range 0 to 255.
* @param {!Array.<number>} outerColor The color expected
* outside. A 4 element array where each element is in the
* range 0 to 255.
* @param {!number} opt_edgeSize: The number of pixels to skip
* around the edges of the area. Defaut 0.
* @param {!{width:number, height:number}} opt_outerDimensions
* The outer dimensions. Default the size of gl.canvas.
*/
var checkAreaInAndOut = function(gl, x, y, width, height, innerColor, outerColor, opt_edgeSize, opt_outerDimensions) {
var outerDimensions = opt_outerDimensions || { width: gl.canvas.width, height: gl.canvas.height };
var edgeSize = opt_edgeSize || 0;
checkCanvasRect(gl, x + edgeSize, y + edgeSize, width - edgeSize * 2, height - edgeSize * 2, innerColor);
checkCanvasRect(gl, 0, 0, x - edgeSize, outerDimensions.height, outerColor);
checkCanvasRect(gl, x + width + edgeSize, 0, outerDimensions.width - x - width - edgeSize, outerDimensions.height, outerColor);
checkCanvasRect(gl, 0, 0, outerDimensions.width, y - edgeSize, outerColor);
checkCanvasRect(gl, 0, y + height + edgeSize, outerDimensions.width, outerDimensions.height - y - height - edgeSize, outerColor);
};
/**
* Checks that an entire buffer matches the floating point values provided.
* (WebGL 2.0 only)
* @param {!WebGL2RenderingContext} gl The WebGL2RenderingContext to use.
* @param {number} target The buffer target to bind to.
* @param {!Array.<number>} expected The values expected.
* @param {string} opt_msg Optional. Message to associate with success. Eg ("should be red").
* @param {number} opt_errorRange Optional. Acceptable error in value checking. 0.001 by default.
*/
var checkFloatBuffer = function(gl, target, expected, opt_msg, opt_errorRange) {
if (opt_msg === undefined)
opt_msg = "buffer should match expected values";
if (opt_errorRange === undefined)
opt_errorRange = 0.001;
var outData = new ArrayBuffer(Float32Array.BYTES_PER_ELEMENT * expected.length);
gl.getBufferSubData(target, 0, outData);
var floatArray = new Float32Array(outData);
for (var i = 0; i < expected.length; i++) {
if (Math.abs(floatArray[i] - expected[i]) > opt_errorRange) {
testFailed(opt_msg);
debug('at [' + i + '] expected: ' + expected[i] + ' was ' + floatArray[i]);
return;
}
}
testPassed(opt_msg);
};
/**
* Loads a texture, calls callback when finished.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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;
};
/**
* Checks whether the bound texture has expected dimensions. One corner pixel
* of the texture will be changed as a side effect.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!WebGLTexture} texture The texture to check.
* @param {number} width Expected width.
* @param {number} height Expected height.
* @param {GLenum} opt_format The texture's format. Defaults to RGBA.
* @param {GLenum} opt_type The texture's type. Defaults to UNSIGNED_BYTE.
*/
var checkTextureSize = function(gl, width, height, opt_format, opt_type) {
opt_format = opt_format || gl.RGBA;
opt_type = opt_type || gl.UNSIGNED_BYTE;
var numElements = getTypedArrayElementsPerPixel(gl, opt_format, opt_type);
var buf = new (glTypeToTypedArrayType(gl, opt_type))(numElements);
var errors = 0;
gl.texSubImage2D(gl.TEXTURE_2D, 0, width - 1, height - 1, 1, 1, opt_format, opt_type, buf);
if (gl.getError() != gl.NO_ERROR) {
testFailed("Texture was smaller than the expected size " + width + "x" + height);
++errors;
}
gl.texSubImage2D(gl.TEXTURE_2D, 0, width - 1, height, 1, 1, opt_format, opt_type, buf);
if (gl.getError() == gl.NO_ERROR) {
testFailed("Texture was taller than " + height);
++errors;
}
gl.texSubImage2D(gl.TEXTURE_2D, 0, width, height - 1, 1, 1, opt_format, opt_type, buf);
if (gl.getError() == gl.NO_ERROR) {
testFailed("Texture was wider than " + width);
++errors;
}
if (errors == 0) {
testPassed("Texture had the expected size " + width + "x" + height);
}
};
/**
* Makes a shallow copy of an object.
* @param {!Object} src Object to copy
* @return {!Object} The copy of src.
*/
var shallowCopyObject = function(src) {
var dst = {};
for (var attr in src) {
if (src.hasOwnProperty(attr)) {
dst[attr] = src[attr];
}
}
return dst;
};
/**
* Checks if an attribute exists on an object case insensitive.
* @param {!Object} obj Object to check
* @param {string} attr Name of attribute to look for.
* @return {string?} The name of the attribute if it exists,
* undefined if not.
*/
var hasAttributeCaseInsensitive = function(obj, attr) {
var lower = attr.toLowerCase();
for (var key in obj) {
if (obj.hasOwnProperty(key) && key.toLowerCase() == lower) {
return key;
}
}
};
/**
* Returns a map of URL querystring options
* @return {Object?} Object containing all the values in the URL querystring
*/
var getUrlOptions = (function() {
var _urlOptionsParsed = false;
var _urlOptions = {};
return function() {
if (!_urlOptionsParsed) {
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]);
_urlOptions[key] = value;
}
_urlOptionsParsed = true;
}
return _urlOptions;
}
})();
var default3DContextVersion = 1;
/**
* Set the default context version for create3DContext.
* Initially the default version is 1.
* @param {number} Default version of WebGL contexts.
*/
var setDefault3DContextVersion = function(version) {
default3DContextVersion = version;
};
/**
* Get the default contex version for create3DContext.
* First it looks at the URI option |webglVersion|. If it does not exist,
* then look at the global default3DContextVersion variable.
*/
var getDefault3DContextVersion = function() {
return parseInt(getUrlOptions().webglVersion, 10) || default3DContextVersion;
};
/**
* Creates a webgl context.
* @param {!Canvas|string} opt_canvas The canvas tag to get
* context from. If one is not passed in one will be
* created. If it's a string it's assumed to be the id of a
* canvas.
* @param {Object} opt_attributes Context attributes.
* @param {!number} opt_version Version of WebGL context to create.
* The default version can be set by calling setDefault3DContextVersion.
* @return {!WebGLRenderingContext} The created context.
*/
var create3DContext = function(opt_canvas, opt_attributes, opt_version) {
if (window.initTestingHarness) {
window.initTestingHarness();
}
var attributes = shallowCopyObject(opt_attributes || {});
if (!hasAttributeCaseInsensitive(attributes, "antialias")) {
attributes.antialias = false;
}
if (!opt_version) {
opt_version = parseInt(getUrlOptions().webglVersion, 10) || default3DContextVersion;
}
opt_canvas = opt_canvas || document.createElement("canvas");
if (typeof opt_canvas == 'string') {
opt_canvas = document.getElementById(opt_canvas);
}
var context = null;
var names;
switch (opt_version) {
case 2:
names = ["webgl2", "experimental-webgl2"]; break;
default:
names = ["webgl", "experimental-webgl"]; break;
}
for (var i = 0; i < names.length; ++i) {
try {
context = opt_canvas.getContext(names[i], attributes);
} catch (e) {
}
if (context) {
break;
}
}
if (!context) {
testFailed("Unable to fetch WebGL rendering context for Canvas");
}
return context;
};
/**
* Defines the exception type for a GL error.
* @constructor
* @param {string} message The error message.
* @param {number} error GL error code
*/
function GLErrorException (message, error) {
this.message = message;
this.name = "GLErrorException";
this.error = error;
};
/**
* Wraps a WebGL function with a function that throws an exception if there is
* an error.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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 != context.NO_ERROR) {
var msg = "GL error " + glEnumToString(context, err) + " in " + fname;
throw new GLErrorException(msg, err);
}
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.
* @param {Object} opt_attributes Context attributes.
* @param {!number} opt_version Version of WebGL context to create
* @return {!Object} The wrapped context.
*/
function create3DContextWithWrapperThatThrowsOnGLError(canvas, opt_attributes, opt_version) {
var context = create3DContext(canvas, opt_attributes, opt_version);
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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors.
* @param {string} evalStr The string to evaluate.
*/
var shouldGenerateGLError = function(gl, glErrors, evalStr) {
var exception;
try {
eval(evalStr);
} catch (e) {
exception = e;
}
if (exception) {
testFailed(evalStr + " threw exception " + exception);
} else {
glErrorShouldBe(gl, glErrors, "after evaluating: " + evalStr);
}
};
/**
* Tests that an evaluated expression does not generate a GL error.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} evalStr The string to evaluate.
*/
var failIfGLError = function(gl, evalStr) {
var exception;
try {
eval(evalStr);
} catch (e) {
exception = e;
}
if (exception) {
testFailed(evalStr + " threw exception " + exception);
} else {
glErrorShouldBeImpl(gl, gl.NO_ERROR, false, "after evaluating: " + evalStr);
}
};
/**
* Tests that the first error GL returns is the specified error.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors.
* @param {string} opt_msg Optional additional message.
*/
var glErrorShouldBe = function(gl, glErrors, opt_msg) {
glErrorShouldBeImpl(gl, glErrors, true, opt_msg);
};
/**
* Tests that the first error GL returns is the specified error. Allows suppression of successes.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors.
* @param {boolean} reportSuccesses Whether to report successes as passes, or to silently pass.
* @param {string} opt_msg Optional additional message.
*/
var glErrorShouldBeImpl = function(gl, glErrors, reportSuccesses, opt_msg) {
if (!glErrors.length) {
glErrors = [glErrors];
}
opt_msg = opt_msg || "";
var err = gl.getError();
var ndx = glErrors.indexOf(err);
var errStrs = [];
for (var ii = 0; ii < glErrors.length; ++ii) {
errStrs.push(glEnumToString(gl, glErrors[ii]));
}
var expected = errStrs.join(" or ");
if (ndx < 0) {
var msg = "getError expected" + ((glErrors.length > 1) ? " one of: " : ": ");
testFailed(msg + expected + ". Was " + glEnumToString(gl, err) + " : " + opt_msg);
} else if (reportSuccesses) {
var msg = "getError was " + ((glErrors.length > 1) ? "one of: " : "expected value: ");
testPassed(msg + expected + " : " + opt_msg);
}
};
/**
* Links a WebGL program, throws if there are errors.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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) {
var errFn = opt_errorCallback || testFailed;
// 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);
errFn("Error in program linking:" + error);
gl.deleteProgram(program);
}
};
/**
* Loads text from an external file. This function is asynchronous.
* @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 = 'loadTextFileAsync 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("completed load request: " + url);
} else {
log("loading " + url + " resulted in unexpected status: " + request.status + " " + request.statusText);
}
callback(success, text);
}
};
request.onerror = function(errorEvent) {
log("error occurred loading " + url);
callback(false, '');
};
request.send(null);
} catch (err) {
log("failed to load: " + url + " with exception " + err.message);
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*$/, '');
if (str.length > 4 &&
str[0] != '#' &&
str[0] != ";" &&
str.substr(0, 2) != "//") {
var names = str.split(/ +/);
var new_url = prefix + str;
if (names.length == 1) {
new_url = prefix + str;
++count;
getFileListImpl(new_url, function(index) {
return function(success, new_files) {
log("got files: " + new_files.length);
if (success) {
files[index] = new_files;
}
finish(success);
};
}(index++));
} else {
var s = "";
var p = "";
for (var jj = 0; jj < names.length; ++jj) {
s += p + prefix + names[jj];
p = " ";
}
files[index++] = s;
}
}
}
finish(true);
function finish(success) {
if (!success) {
fail = true;
}
--count;
log("count: " + count);
if (!count) {
callback(!fail, files);
}
}
}
}());
} else {
files.push(url);
callback(true, files);
}
};
getFileListImpl(url, function(success, files) {
// flatten
var flat = [];
flatten(files);
function flatten(files) {
for (var ii = 0; ii < files.length; ++ii) {
var value = files[ii];
if (typeof(value) == "string") {
flat.push(value);
} else {
flatten(value);
}
}
}
callback(success, flat);
});
};
/**
* Gets a file from a file/URL.
* @param {string} file the URL of the file to get.
* @return {string} The contents of the file.
*/
var readFile = function(file) {
var xhr = new XMLHttpRequest();
xhr.open("GET", file, false);
xhr.send();
return xhr.responseText.replace(/\r/g, "");
};
var readFileList = function(url) {
var files = [];
if (url.substr(url.length - 4) == '.txt') {
var lines = readFile(url).split('\n');
var prefix = '';
var lastSlash = url.lastIndexOf('/');
if (lastSlash >= 0) {
prefix = url.substr(0, lastSlash + 1);
}
for (var ii = 0; ii < lines.length; ++ii) {
var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
if (str.length > 4 &&
str[0] != '#' &&
str[0] != ";" &&
str.substr(0, 2) != "//") {
var names = str.split(/ +/);
if (names.length == 1) {
var 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void} opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @param {string} opt_shaderLabel Label that identifies the shader source in
* the log.
* @param {string} opt_url URL from where the shader source was loaded from.
* If opt_logShaders is set, then a link to the source file will also be
* added.
* @param {boolean} Skip compilation status check. Default = false.
* @return {!WebGLShader} The created shader.
*/
var loadShader = function(
gl, shaderSource, shaderType, opt_errorCallback, opt_logShaders,
opt_shaderLabel, opt_url, opt_skipCompileStatus) {
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);
if (opt_logShaders) {
var label = shaderType == gl.VERTEX_SHADER ? 'vertex shader' : 'fragment_shader';
if (opt_shaderLabel) {
label = opt_shaderLabel + ' ' + label;
}
addShaderSources(
gl, document.getElementById('console'), label, shader, shaderSource, opt_url);
}
// Check the compile status
if (!opt_skipCompileStatus) {
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 " + glEnumToString(gl, shaderType) + " '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
}
return shader;
}
/**
* Loads a shader from a URL.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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.
* @param {boolean} opt_logShaders Whether to log shader source.
* @param {boolean} Skip compilation status check. Default = false.
* @return {!WebGLShader} The created shader.
*/
var loadShaderFromFile = function(
gl, file, type, opt_errorCallback, opt_logShaders, opt_skipCompileStatus) {
var shaderSource = readFile(file);
return loadShader(gl, shaderSource, type, opt_errorCallback,
opt_logShaders, undefined, file, opt_skipCompileStatus);
};
var loadShaderFromFileAsync = function(
gl, file, type, opt_errorCallback, opt_logShaders, opt_skipCompileStatus, callback) {
loadTextFileAsync(file, function(gl, type, opt_errorCallback, opt_logShaders, file, opt_skipCompileStatus){
return function(success, shaderSource) {
if (success) {
var shader = loadShader(gl, shaderSource, type, opt_errorCallback,
opt_logShaders, undefined, file, opt_skipCompileStatus);
callback(true, shader);
} else {
callback(false, null);
}
}
}(gl, type, opt_errorCallback, opt_logShaders, file, opt_skipCompileStatus));
};
/**
* Gets the content of script.
* @param {string} scriptId The id of the script tag.
* @return {string} The content of the script.
*/
var getScript = function(scriptId) {
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw("*** Error: unknown script element " + scriptId);
}
return shaderScript.text;
};
/**
* Loads a shader from a script tag.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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.
* @param {boolean} opt_logShaders Whether to log shader source.
* @param {boolean} Skip compilation status check. Default = false.
* @return {!WebGLShader} The created shader.
*/
var loadShaderFromScript = function(
gl, scriptId, opt_shaderType, opt_errorCallback, opt_logShaders, opt_skipCompileStatus) {
var shaderSource = "";
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") {
opt_shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
opt_shaderType = gl.FRAGMENT_SHADER;
} else {
throw("*** Error: unknown shader type");
return null;
}
}
return loadShader(gl, shaderSource, opt_shaderType, opt_errorCallback,
opt_logShaders, undefined, undefined, opt_skipCompileStatus);
};
var loadStandardProgram = function(gl) {
var program = gl.createProgram();
gl.attachShader(program, loadStandardVertexShader(gl));
gl.attachShader(program, loadStandardFragmentShader(gl));
gl.bindAttribLocation(program, 0, "a_vertex");
gl.bindAttribLocation(program, 1, "a_normal");
linkProgram(gl, program);
return program;
};
var loadStandardProgramAsync = function(gl, callback) {
loadStandardVertexShaderAsync(gl, function(gl) {
return function(success, vs) {
if (success) {
loadStandardFragmentShaderAsync(gl, function(vs) {
return function(success, fs) {
if (success) {
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.bindAttribLocation(program, 0, "a_vertex");
gl.bindAttribLocation(program, 1, "a_normal");
linkProgram(gl, program);
callback(true, program);
} else {
callback(false, null);
}
};
}(vs));
} else {
callback(false, null);
}
};
}(gl));
};
/**
* Loads shaders from files, creates a program, attaches the shaders and links.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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();
var vs = loadShaderFromFile(
gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback);
var fs = loadShaderFromFile(
gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback);
if (vs && fs) {
gl.attachShader(program, vs);
gl.attachShader(program, fs);
linkProgram(gl, program, opt_errorCallback);
}
if (vs) {
gl.deleteShader(vs);
}
if (fs) {
gl.deleteShader(fs);
}
return program;
};
/**
* Loads shaders from script tags, creates a program, attaches the shaders and
* links.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext 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 {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!WebGLShader} vertexShader The vertex shader.
* @param {!WebGLShader} fragmentShader The fragment shader.
* @param {function(string): void} opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var createProgram = function(gl, vertexShader, fragmentShader, opt_errorCallback) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
linkProgram(gl, program, opt_errorCallback);
return program;
};
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} vertexShader The vertex shader source.
* @param {string} fragmentShader The fragment shader source.
* @param {function(string): void} opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @return {!WebGLProgram} The created program.
*/
var loadProgram = function(
gl, vertexShader, fragmentShader, opt_errorCallback, opt_logShaders) {
var program;
var vs = loadShader(
gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback, opt_logShaders);
var fs = loadShader(
gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback, opt_logShaders);
if (vs && fs) {
program = createProgram(gl, vs, fs, opt_errorCallback)
}
if (vs) {
gl.deleteShader(vs);
}
if (fs) {
gl.deleteShader(fs);
}
return program;
};
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links but expects error.
*
* GLSL 1.0.17 10.27 effectively says that compileShader can
* always succeed as long as linkProgram fails so we can't
* rely on compileShader failing. This function expects
* one of the shader to fail OR linking to fail.
*
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} vertexShaderScriptId The vertex shader.
* @param {string} fragmentShaderScriptId The fragment shader.
* @return {WebGLProgram} The created program.
*/
var loadProgramFromScriptExpectError = function(
gl, vertexShaderScriptId, fragmentShaderScriptId) {
var vertexShader = loadShaderFromScript(gl, vertexShaderScriptId);
if (!vertexShader) {
return null;
}
var fragmentShader = loadShaderFromScript(gl, fragmentShaderScriptId);
if (!fragmentShader) {
return null;
}
var linkSuccess = true;
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
linkSuccess = true;
linkProgram(gl, program, function() {
linkSuccess = false;
});
return linkSuccess ? program : null;
};
var getActiveMap = function(gl, program, typeInfo) {
var numVariables = gl.getProgramParameter(program, gl[typeInfo.param]);
var variables = {};
for (var ii = 0; ii < numVariables; ++ii) {
var info = gl[typeInfo.activeFn](program, ii);
variables[info.name] = {
name: info.name,
size: info.size,
type: info.type,
location: gl[typeInfo.locFn](program, info.name)
};
}
return variables;
};
/**
* Returns a map of attrib names to info about those
* attribs.
*
* eg:
* { "attrib1Name":
* {
* name: "attrib1Name",
* size: 1,
* type: gl.FLOAT_MAT2,
* location: 0
* },
* "attrib2Name[0]":
* {
* name: "attrib2Name[0]",
* size: 4,
* type: gl.FLOAT,
* location: 1
* },
* }
*
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLProgram} The program to query for attribs.
* @return the map.
*/
var getAttribMap = function(gl, program) {
return getActiveMap(gl, program, {
param: "ACTIVE_ATTRIBUTES",
activeFn: "getActiveAttrib",
locFn: "getAttribLocation"
});
};
/**
* Returns a map of uniform names to info about those uniforms.
*
* eg:
* { "uniform1Name":
* {
* name: "uniform1Name",
* size: 1,
* type: gl.FLOAT_MAT2,
* location: WebGLUniformLocation
* },
* "uniform2Name[0]":
* {
* name: "uniform2Name[0]",
* size: 4,
* type: gl.FLOAT,
* location: WebGLUniformLocation
* },
* }
*
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLProgram} The program to query for uniforms.
* @return the map.
*/
var getUniformMap = function(gl, program) {
return getActiveMap(gl, program, {
param: "ACTIVE_UNIFORMS",
activeFn: "getActiveUniform",
locFn: "getUniformLocation"
});
};
var basePath;
var getResourcePath = function() {
if (!basePath) {
var expectedBase = "js/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 + "resources/";
};
var loadStandardVertexShader = function(gl) {
return loadShaderFromFile(
gl, getResourcePath() + "vertexShader.vert", gl.VERTEX_SHADER);
};
var loadStandardVertexShaderAsync = function(gl, callback) {
loadShaderFromFileAsync(gl, getResourcePath() + "vertexShader.vert", gl.VERTEX_SHADER, undefined, undefined, undefined, callback);
};
var loadStandardFragmentShader = function(gl) {
return loadShaderFromFile(
gl, getResourcePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER);
};
var loadStandardFragmentShaderAsync = function(gl, callback) {
loadShaderFromFileAsync(gl, getResourcePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER, undefined, undefined, undefined, callback);
};
var loadUniformBlockProgram = function(gl) {
var program = gl.createProgram();
gl.attachShader(program, loadUniformBlockVertexShader(gl));
gl.attachShader(program, loadUniformBlockFragmentShader(gl));
gl.bindAttribLocation(program, 0, "a_vertex");
gl.bindAttribLocation(program, 1, "a_normal");
linkProgram(gl, program);
return program;
};
var loadUniformBlockVertexShader = function(gl) {
return loadShaderFromFile(
gl, getResourcePath() + "uniformBlockShader.vert", gl.VERTEX_SHADER);
};
var loadUniformBlockFragmentShader = function(gl) {
return loadShaderFromFile(
gl, getResourcePath() + "uniformBlockShader.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) {
log("loadImagesAsync: all images loaded");
callback(images);
}
}
function imageLoaded(url) {
return function(img) {
images[url] = img;
log("loadImagesAsync: loaded " + url);
countDown();
}
}
for (var ii = 0; ii < urls.length; ++ii) {
++count;
loadImageAsync(urls[ii], imageLoaded(urls[ii]));
}
countDown();
};
/**
* Returns a map of key=value values from url.
* @return {!Object.<string, number>} map of keys to values.
*/
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;
};
/**
* Makes an image from a src.
* @param {string} src Image source URL.
* @param {function()} onload Callback to call when the image has finised loading.
* @param {function()} onerror Callback to call when an error occurs.
* @return {!Image} The created image.
*/
var makeImage = function(src, onload, onerror) {
var img = document.createElement('img');
if (onload) {
img.onload = onload;
}
if (onerror) {
img.onerror = onerror;
} else {
img.onerror = function() {
log("WARNING: creating image failed; src: " + this.src);
};
}
if (src) {
img.src = src;
}
return img;
}
/**
* Makes an image element from a canvas.
* @param {!HTMLCanvas} canvas Canvas to make image from.
* @param {function()} onload Callback to call when the image has finised loading.
* @param {string} imageFormat Image format to be passed to toDataUrl().
* @return {!Image} The created image.
*/
var makeImageFromCanvas = function(canvas, onload, imageFormat) {
return makeImage(canvas.toDataURL(imageFormat), onload);
};
/**
* Makes a video element from a src.
* @param {string} src Video source URL.
* @param {function()} onerror Callback to call when an error occurs.
* @return {!Video} The created video.
*/
var makeVideo = function(src, onerror) {
var vid = document.createElement('video');
if (onerror) {
vid.onerror = onerror;
} else {
vid.onerror = function() {
log("WARNING: creating video failed; src: " + this.src);
};
}
if (src) {
vid.src = src;
}
return vid;
}
/**
* Inserts an image with a caption into 'element'.
* @param {!HTMLElement} element Element to append image to.
* @param {string} caption caption to associate with image.
* @param {!Image} img image to insert.
*/
var insertImage = function(element, caption, img) {
var div = document.createElement("div");
div.appendChild(img);
var label = document.createElement("div");
label.appendChild(document.createTextNode(caption));
div.appendChild(label);
element.appendChild(div);
};
/**
* Inserts a 'label' that when clicked expands to the pre formatted text
* supplied by 'source'.
* @param {!HTMLElement} element element to append label to.
* @param {string} label label for anchor.
* @param {string} source preformatted text to expand to.
* @param {string} opt_url URL of source. If provided a link to the source file
* will also be added.
*/
var addShaderSource = function(element, label, source, opt_url) {
var div = document.createElement("div");
var s = document.createElement("pre");
s.className = "shader-source";
s.style.display = "none";
var ol = document.createElement("ol");
//s.appendChild(document.createTextNode(source));
var lines = source.split("\n");
for (var ii = 0; ii < lines.length; ++ii) {
var line = lines[ii];
var li = document.createElement("li");
li.appendChild(document.createTextNode(line));
ol.appendChild(li);
}
s.appendChild(ol);
var l = document.createElement("a");
l.href = "show-shader-source";
l.appendChild(document.createTextNode(label));
l.addEventListener('click', function(event) {
if (event.preventDefault) {
event.preventDefault();
}
s.style.display = (s.style.display == 'none') ? 'block' : 'none';
return false;
}, false);
div.appendChild(l);
if (opt_url) {
var u = document.createElement("a");
u.href = opt_url;
div.appendChild(document.createTextNode(" "));
u.appendChild(document.createTextNode("(" + opt_url + ")"));
div.appendChild(u);
}
div.appendChild(s);
element.appendChild(div);
};
/**
* Inserts labels that when clicked expand to show the original source of the
* shader and also translated source of the shader, if that is available.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!HTMLElement} element element to append label to.
* @param {string} label label for anchor.
* @param {WebGLShader} shader Shader to show the sources for.
* @param {string} shaderSource Original shader source.
* @param {string} opt_url URL of source. If provided a link to the source file
* will also be added.
*/
var addShaderSources = function(
gl, element, label, shader, shaderSource, opt_url) {
addShaderSource(element, label, shaderSource, opt_url);
var debugShaders = gl.getExtension('WEBGL_debug_shaders');
if (debugShaders && shader) {
var translatedSource = debugShaders.getTranslatedShaderSource(shader);
if (translatedSource != '') {
addShaderSource(element, label + ' translated for driver', translatedSource);
}
}
};
/**
* Sends shader information to the server to be dumped into text files
* when tests are run from within the test-runner harness.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} url URL of current.
* @param {string} passMsg Test description.
* @param {object} vInfo Object containing vertex shader information.
* @param {object} fInfo Object containing fragment shader information.
*/
var dumpShadersInfo = function(gl, url, passMsg, vInfo, fInfo) {
var shaderInfo = {};
shaderInfo.url = url;
shaderInfo.testDescription = passMsg;
shaderInfo.vLabel = vInfo.label;
shaderInfo.vShouldCompile = vInfo.shaderSuccess;
shaderInfo.vSource = vInfo.source;
shaderInfo.fLabel = fInfo.label;
shaderInfo.fShouldCompile = fInfo.shaderSuccess;
shaderInfo.fSource = fInfo.source;
shaderInfo.vTranslatedSource = null;
shaderInfo.fTranslatedSource = null;
var debugShaders = gl.getExtension('WEBGL_debug_shaders');
if (debugShaders) {
if (vInfo.shader)
shaderInfo.vTranslatedSource = debugShaders.getTranslatedShaderSource(vInfo.shader);
if (fInfo.shader)
shaderInfo.fTranslatedSource = debugShaders.getTranslatedShaderSource(fInfo.shader);
}
var dumpShaderInfoRequest = new XMLHttpRequest();
dumpShaderInfoRequest.open('POST', "/dumpShaderInfo", true);
dumpShaderInfoRequest.setRequestHeader("Content-Type", "text/plain");
dumpShaderInfoRequest.send(JSON.stringify(shaderInfo));
};
// 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.
*/
var getSupportedExtensionWithKnownPrefixes = function(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;
}
}
};
/**
* 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.
*/
var getExtensionWithKnownPrefixes = function(gl, name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
var ext = gl.getExtension(prefixedName);
if (ext) {
return ext;
}
}
};
/**
* Returns possible prefixed versions of an extension's name.
* @param {string} name Name of extension. May already include a prefix.
* @return {Array.<string>} Variations of the extension name with known
* browser prefixes.
*/
var getExtensionPrefixedNames = function(name) {
var unprefix = function(name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
if (browserPrefixes[ii].length > 0 &&
name.substring(0, browserPrefixes[ii].length).toLowerCase() ===
browserPrefixes[ii].toLowerCase()) {
return name.substring(browserPrefixes[ii].length);
}
}
return name;
}
var unprefixed = unprefix(name);
var variations = [];
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
variations.push(browserPrefixes[ii] + unprefixed);
}
return variations;
};
var replaceRE = /\$\((\w+)\)/g;
/**
* Replaces strings with property values.
* Given a string like "hello $(first) $(last)" and an object
* like {first:"John", last:"Smith"} will return
* "hello John Smith".
* @param {string} str String to do replacements in.
* @param {...} 1 or more objects containing properties.
*/
var replaceParams = function(str) {
var args = arguments;
return str.replace(replaceRE, function(str, p1, offset, s) {
for (var ii = 1; ii < args.length; ++ii) {
if (args[ii][p1] !== undefined) {
return args[ii][p1];
}
}
throw "unknown string param '" + p1 + "'";
});
};
var upperCaseFirstLetter = function(str) {
return str.substring(0, 1).toUpperCase() + str.substring(1);
};
/**
* Gets a prefixed property. For example,
*
* var fn = getPrefixedProperty(
* window,
* "requestAnimationFrame");
*
* Will return either:
* "window.requestAnimationFrame",
* "window.oRequestAnimationFrame",
* "window.msRequestAnimationFrame",
* "window.mozRequestAnimationFrame",
* "window.webKitRequestAnimationFrame",
* undefined
*
* the non-prefixed function is tried first.
*/
var propertyPrefixes = ["", "moz", "ms", "o", "webkit"];
var getPrefixedProperty = function(obj, propertyName) {
for (var ii = 0; ii < propertyPrefixes.length; ++ii) {
var prefix = propertyPrefixes[ii];
var name = prefix + propertyName;
log(name);
var property = obj[name];
if (property) {
return property;
}
if (ii == 0) {
propertyName = upperCaseFirstLetter(propertyName);
}
}
return undefined;
};
var _requestAnimFrame;
/**
* Provides requestAnimationFrame in a cross browser way.
*/
var requestAnimFrame = function(callback) {
if (!_requestAnimFrame) {
_requestAnimFrame = getPrefixedProperty(window, "requestAnimationFrame") ||
function(callback, element) {
return window.setTimeout(callback, 1000 / 70);
};
}
_requestAnimFrame.call(window, callback);
};
var _cancelAnimFrame;
/**
* Provides cancelAnimationFrame in a cross browser way.
*/
var cancelAnimFrame = function(request) {
if (!_cancelAnimFrame) {
_cancelAnimFrame = getPrefixedProperty(window, "cancelAnimationFrame") ||
window.clearTimeout;
}
_cancelAnimFrame.call(window, request);
};
/**
* Provides requestFullScreen in a cross browser way.
*/
var requestFullScreen = function(element) {
var fn = getPrefixedProperty(element, "requestFullScreen");
if (fn) {
fn.call(element);
}
};
/**
* Provides cancelFullScreen in a cross browser way.
*/
var cancelFullScreen = function() {
var fn = getPrefixedProperty(document, "cancelFullScreen");
if (fn) {
fn.call(document);
}
};
var fullScreenStateName;
(function() {
var fullScreenStateNames = [
"isFullScreen",
"fullScreen"
];
for (var ii = 0; ii < fullScreenStateNames.length; ++ii) {
var propertyName = fullScreenStateNames[ii];
for (var jj = 0; jj < propertyPrefixes.length; ++jj) {
var prefix = propertyPrefixes[jj];
if (prefix.length) {
propertyName = upperCaseFirstLetter(propertyName);
fullScreenStateName = prefix + propertyName;
if (document[fullScreenStateName] !== undefined) {
return;
}
}
}
fullScreenStateName = undefined;
}
}());
/**
* @return {boolean} True if fullscreen mode is active.
*/
var getFullScreenState = function() {
log("fullscreenstatename:" + fullScreenStateName);
log(document[fullScreenStateName]);
return document[fullScreenStateName];
};
/**
* @param {!HTMLElement} element The element to go fullscreen.
* @param {!function(boolean)} callback A function that will be called
* when entering/exiting fullscreen. It is passed true if
* entering fullscreen, false if exiting.
*/
var onFullScreenChange = function(element, callback) {
propertyPrefixes.forEach(function(prefix) {
var eventName = prefix + "fullscreenchange";
log("addevent: " + eventName);
document.addEventListener(eventName, function(event) {
log("event: " + eventName);
callback(getFullScreenState());
});
});
};
/**
* @param {!string} buttonId The id of the button that will toggle fullscreen
* mode.
* @param {!string} fullscreenId The id of the element to go fullscreen.
* @param {!function(boolean)} callback A function that will be called
* when entering/exiting fullscreen. It is passed true if
* entering fullscreen, false if exiting.
* @return {boolean} True if fullscreen mode is supported.
*/
var setupFullscreen = function(buttonId, fullscreenId, callback) {
if (!fullScreenStateName) {
return false;
}
var fullscreenElement = document.getElementById(fullscreenId);
onFullScreenChange(fullscreenElement, callback);
var toggleFullScreen = function(event) {
if (getFullScreenState()) {
cancelFullScreen(fullscreenElement);
} else {
requestFullScreen(fullscreenElement);
}
event.preventDefault();
return false;
};
var buttonElement = document.getElementById(buttonId);
buttonElement.addEventListener('click', toggleFullScreen);
return true;
};
/**
* Waits for the browser to composite the web page.
* @param {function()} callback A function to call after compositing has taken
* place.
*/
var waitForComposite = function(callback) {
var frames = 5;
var countDown = function() {
if (frames == 0) {
// TODO(kbr): unify with js-test-pre.js and enable these with
// verbose logging.
// log("waitForComposite: callback");
callback();
} else {
// log("waitForComposite: countdown(" + frames + ")");
--frames;
requestAnimFrame.call(window, countDown);
}
};
countDown();
};
/**
* Runs an array of functions, yielding to the browser between each step.
* If you want to know when all the steps are finished add a last step.
* @param {!Array.<function(): void>} steps Array of functions.
*/
var runSteps = function(steps) {
if (!steps.length) {
return;
}
// copy steps so they can't be modifed.
var stepsToRun = steps.slice();
var currentStep = 0;
var runNextStep = function() {
stepsToRun[currentStep++]();
if (currentStep < stepsToRun.length) {
setTimeout(runNextStep, 1);
}
};
runNextStep();
};
/**
* Starts playing a video and waits for it to be consumable.
* @param {!HTMLVideoElement} video An HTML5 Video element.
* @param {!function(!HTMLVideoElement): void} callback Function to call when
* video is ready.
*/
var startPlayingAndWaitForVideo = function(video, callback) {
var gotPlaying = false;
var gotTimeUpdate = false;
var maybeCallCallback = function() {
if (gotPlaying && gotTimeUpdate && callback) {
callback(video);
callback = undefined;
video.removeEventListener('playing', playingListener, true);
video.removeEventListener('timeupdate', timeupdateListener, true);
}
};
var playingListener = function() {
gotPlaying = true;
maybeCallCallback();
};
var timeupdateListener = function() {
// Checking to make sure the current time has advanced beyond
// the start time seems to be a reliable heuristic that the
// video element has data that can be consumed.
if (video.currentTime > 0.0) {
gotTimeUpdate = true;
maybeCallCallback();
}
};
video.addEventListener('playing', playingListener, true);
video.addEventListener('timeupdate', timeupdateListener, true);
video.loop = true;
video.play();
};
var getHost = function(url) {
url = url.replace("\\", "/");
var pos = url.indexOf("://");
if (pos >= 0) {
url = url.substr(pos + 3);
}
var parts = url.split('/');
return parts[0];
}
// This function returns the last 2 words of the domain of a URL
// This is probably not the correct check but it will do for now.
var getBaseDomain = function(host) {
var parts = host.split(":");
var hostname = parts[0];
var port = parts[1] || "80";
parts = hostname.split(".");
if(parts.length < 2)
return hostname + ":" + port;
var tld = parts[parts.length-1];
var domain = parts[parts.length-2];
return domain + "." + tld + ":" + port;
}
var runningOnLocalhost = function() {
return window.location.hostname.indexOf("localhost") != -1 ||
window.location.hostname.indexOf("127.0.0.1") != -1;
}
var getLocalCrossOrigin = function() {
var domain;
if (window.location.host.indexOf("localhost") != -1) {
domain = "127.0.0.1";
} else {
domain = "localhost";
}
var port = window.location.port || "80";
return window.location.protocol + "//" + domain + ":" + port
}
var getRelativePath = function(path) {
var relparts = window.location.pathname.split("/");
relparts.pop(); // Pop off filename
var pathparts = path.split("/");
var i;
for (i = 0; i < pathparts.length; ++i) {
switch (pathparts[i]) {
case "": break;
case ".": break;
case "..":
relparts.pop();
break;
default:
relparts.push(pathparts[i]);
break;
}
}
return relparts.join("/");
}
var setupImageForCrossOriginTest = function(img, imgUrl, localUrl, callback) {
window.addEventListener("load", function() {
if (typeof(img) == "string")
img = document.querySelector(img);
if (!img)
img = new Image();
img.addEventListener("load", callback, false);
img.addEventListener("error", callback, false);
if (runningOnLocalhost())
img.src = getLocalCrossOrigin() + getRelativePath(localUrl);
else
img.src = getUrlOptions().imgUrl || imgUrl;
}, false);
}
var API = {
addShaderSource: addShaderSource,
addShaderSources: addShaderSources,
cancelAnimFrame: cancelAnimFrame,
create3DContext: create3DContext,
GLErrorException: GLErrorException,
create3DContextWithWrapperThatThrowsOnGLError: create3DContextWithWrapperThatThrowsOnGLError,
checkAreaInAndOut: checkAreaInAndOut,
checkCanvas: checkCanvas,
checkCanvasRect: checkCanvasRect,
checkCanvasRectColor: checkCanvasRectColor,
checkCanvasRects: checkCanvasRects,
checkFloatBuffer: checkFloatBuffer,
checkTextureSize: checkTextureSize,
clipToRange: clipToRange,
createColoredTexture: createColoredTexture,
createProgram: createProgram,
clearAndDrawUnitQuad: clearAndDrawUnitQuad,
clearAndDrawIndexedQuad: clearAndDrawIndexedQuad,
drawUnitQuad: drawUnitQuad,
drawIndexedQuad: drawIndexedQuad,
drawUByteColorQuad: drawUByteColorQuad,
drawFloatColorQuad: drawFloatColorQuad,
dumpShadersInfo: dumpShadersInfo,
endsWith: endsWith,
failIfGLError: failIfGLError,
fillTexture: fillTexture,
getBytesPerComponent: getBytesPerComponent,
getDefault3DContextVersion: getDefault3DContextVersion,
getExtensionPrefixedNames: getExtensionPrefixedNames,
getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes,
getFileListAsync: getFileListAsync,
getLastError: getLastError,
getPrefixedProperty: getPrefixedProperty,
getScript: getScript,
getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes,
getTypedArrayElementsPerPixel: getTypedArrayElementsPerPixel,
getUrlArguments: getUrlArguments,
getUrlOptions: getUrlOptions,
getAttribMap: getAttribMap,
getUniformMap: getUniformMap,
glEnumToString: glEnumToString,
glErrorShouldBe: glErrorShouldBe,
glTypeToTypedArrayType: glTypeToTypedArrayType,
hasAttributeCaseInsensitive: hasAttributeCaseInsensitive,
insertImage: insertImage,
loadImageAsync: loadImageAsync,
loadImagesAsync: loadImagesAsync,
loadProgram: loadProgram,
loadProgramFromFile: loadProgramFromFile,
loadProgramFromScript: loadProgramFromScript,
loadProgramFromScriptExpectError: loadProgramFromScriptExpectError,
loadShader: loadShader,
loadShaderFromFile: loadShaderFromFile,
loadShaderFromScript: loadShaderFromScript,
loadStandardProgram: loadStandardProgram,
loadStandardProgramAsync: loadStandardProgramAsync,
loadStandardVertexShader: loadStandardVertexShader,
loadStandardVertexShaderAsync: loadStandardVertexShaderAsync,
loadStandardFragmentShader: loadStandardFragmentShader,
loadStandardFragmentShaderAsync: loadStandardFragmentShaderAsync,
loadUniformBlockProgram: loadUniformBlockProgram,
loadUniformBlockVertexShader: loadUniformBlockVertexShader,
loadUniformBlockFragmentShader: loadUniformBlockFragmentShader,
loadTextFileAsync: loadTextFileAsync,
loadTexture: loadTexture,
log: log,
loggingOff: loggingOff,
makeCheckRect: makeCheckRect,
makeImage: makeImage,
makeImageFromCanvas: makeImageFromCanvas,
makeVideo: makeVideo,
error: error,
shallowCopyObject: shallowCopyObject,
setDefault3DContextVersion: setDefault3DContextVersion,
setupColorQuad: setupColorQuad,
setupProgram: setupProgram,
setupTransformFeedbackProgram: setupTransformFeedbackProgram,
setupQuad: setupQuad,
setupIndexedQuad: setupIndexedQuad,
setupIndexedQuadWithOptions: setupIndexedQuadWithOptions,
setupSimpleColorProgram: setupSimpleColorProgram,
setupSimpleTextureProgram: setupSimpleTextureProgram,
setupSimpleCubeMapTextureProgram: setupSimpleCubeMapTextureProgram,
setupSimpleVertexColorProgram: setupSimpleVertexColorProgram,
setupNoTexCoordTextureProgram: setupNoTexCoordTextureProgram,
setupTexturedQuad: setupTexturedQuad,
setupTexturedQuadWithTexCoords: setupTexturedQuadWithTexCoords,
setupTexturedQuadWithCubeMap: setupTexturedQuadWithCubeMap,
setupUnitQuad: setupUnitQuad,
setupUnitQuadWithTexCoords: setupUnitQuadWithTexCoords,
setFloatDrawColor: setFloatDrawColor,
setUByteDrawColor: setUByteDrawColor,
startPlayingAndWaitForVideo: startPlayingAndWaitForVideo,
startsWith: startsWith,
shouldGenerateGLError: shouldGenerateGLError,
readFile: readFile,
readFileList: readFileList,
replaceParams: replaceParams,
requestAnimFrame: requestAnimFrame,
runSteps: runSteps,
waitForComposite: waitForComposite,
// fullscreen api
setupFullscreen: setupFullscreen,
getHost: getHost,
getBaseDomain: getBaseDomain,
runningOnLocalhost: runningOnLocalhost,
getLocalCrossOrigin: getLocalCrossOrigin,
getRelativePath: getRelativePath,
setupImageForCrossOriginTest: setupImageForCrossOriginTest,
none: false
};
Object.defineProperties(API, {
noTexCoordTextureVertexShader: { value: noTexCoordTextureVertexShader, writable: false },
simpleTextureVertexShader: { value: simpleTextureVertexShader, writable: false },
simpleColorFragmentShader: { value: simpleColorFragmentShader, writable: false },
simpleVertexShader: { value: simpleVertexShader, writable: false },
simpleTextureFragmentShader: { value: simpleTextureFragmentShader, writable: false },
simpleCubeMapTextureFragmentShader: { value: simpleCubeMapTextureFragmentShader, writable: false },
simpleTextureVertexShader: { value: simpleTextureVertexShader, writable: false },
simpleVertexColorFragmentShader: { value: simpleVertexColorFragmentShader, writable: false },
simpleVertexColorVertexShader: { value: simpleVertexColorVertexShader, writable: false }
});
return API;
}());