// Copyright (c) 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. WebGLTestUtils = (function() { /** * Wrapped logging function. * @param {string} msg The message to log. */ var log = function(msg) { if (window.console && window.console.log) { window.console.log(msg); } }; /** * Wrapped logging function. * @param {string} msg The message to log. */ var error = function(msg) { if (window.console) { if (window.console.error) { window.console.error(msg); } else if (window.console.log) { window.console.log(msg); } } }; /** * Turn off all logging. */ var loggingOff = function() { log = function() {}; error = function() {}; }; /** * Converts a WebGL enum to a string * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} value The enum value. * @return {string} The enum as a string. */ var glEnumToString = function(gl, value) { for (var p in gl) { if (gl[p] == value) { return p; } } return "0x" + value.toString(16); }; var lastError = ""; /** * Returns the last compiler/linker error. * @return {string} The last compiler/linker error. */ var getLastError = function() { return lastError; }; /** * Whether a haystack ends with a needle. * @param {string} haystack String to search * @param {string} needle String to search for. * @param {boolean} True if haystack ends with needle. */ var endsWith = function(haystack, needle) { return haystack.substr(haystack.length - needle.length) === needle; }; /** * Whether a haystack starts with a needle. * @param {string} haystack String to search * @param {string} needle String to search for. * @param {boolean} True if haystack starts with needle. */ var startsWith = function(haystack, needle) { return haystack.substr(0, needle.length) === needle; }; /** * A vertex shader for a single texture. * @type {string} */ var simpleTextureVertexShader = [ 'attribute vec4 vPosition;', 'attribute vec2 texCoord0;', 'varying vec2 texCoord;', 'void main() {', ' gl_Position = vPosition;', ' texCoord = texCoord0;', '}'].join('\n'); /** * A fragment shader for a single texture. * @type {string} */ var simpleTextureFragmentShader = [ 'precision mediump float;', 'uniform sampler2D tex;', 'varying vec2 texCoord;', 'void main() {', ' gl_FragData[0] = texture2D(tex, texCoord);', '}'].join('\n'); /** * Creates a simple texture vertex shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleTextureVertexShader = function(gl) { return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); }; /** * Creates a simple texture fragment shader. * @param {!WebGLContext} gl The WebGLContext to use. * @return {!WebGLShader} */ var setupSimpleTextureFragmentShader = function(gl) { return loadShader( gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); }; /** * Creates a program, attaches shaders, binds attrib locations, links the * program and calls useProgram. * @param {!Array.} shaders The shaders to * attach, or the source, or the id of a script to get * the source from. * @param {!Array.} opt_attribs The attribs names. * @param {!Array.} opt_locations The locations for the attribs. */ var setupProgram = function(gl, shaders, opt_attribs, opt_locations) { var realShaders = []; var program = gl.createProgram(); for (var ii = 0; ii < shaders.length; ++ii) { var shader = shaders[ii]; if (typeof shader == 'string') { var element = document.getElementById(shader); if (element) { shader = loadShaderFromScript(gl, shader); } else { shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER); } } gl.attachShader(program, shader); } if (opt_attribs) { for (var ii = 0; ii < opt_attribs.length; ++ii) { gl.bindAttribLocation( program, opt_locations ? opt_locations[ii] : ii, opt_attribs[ii]); } } gl.linkProgram(program); // Check the link status var linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked) { // something went wrong with the link lastError = gl.getProgramInfoLog (program); error("Error in program linking:" + lastError); gl.deleteProgram(program); return null; } gl.useProgram(program); return program; }; /** * Creates a simple texture program. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} opt_positionLocation The attrib location for position. * @param {number} opt_texcoordLocation The attrib location for texture coords. * @return {WebGLProgram} */ var setupSimpleTextureProgram = function( gl, opt_positionLocation, opt_texcoordLocation) { opt_positionLocation = opt_positionLocation || 0; opt_texcoordLocation = opt_texcoordLocation || 1; var vs = setupSimpleTextureVertexShader(gl); var fs = setupSimpleTextureFragmentShader(gl); if (!vs || !fs) { return null; } var program = setupProgram( gl, [vs, fs], ['vPosition', 'texCoord0'], [opt_positionLocation, opt_texcoordLocation]); if (!program) { gl.deleteShader(fs); gl.deleteShader(vs); } gl.useProgram(program); return program; }; /** * Creates buffers for a textured unit quad and attaches them to vertex attribs. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} opt_positionLocation The attrib location for position. * @param {number} opt_texcoordLocation The attrib location for texture coords. * @return {!Array.} 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); }; /** * Draws a previously setupUnitQuad. * @param {!WebGLContext} gl The WebGLContext to use. */ var drawUnitQuad = function(gl) { gl.drawArrays(gl.TRIANGLES, 0, 6); }; /** * Clears then Draws a previously setupUnitQuad. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} 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]; // Save and restore. var prevClearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE); gl.clearColor(opt_color[0] / 255, opt_color[1] / 255, opt_color[2] / 255, opt_color[3] / 255); gl.clear(gl.COLOR_BUFFER_BIT); drawUnitQuad(gl); gl.clearColor(prevClearColor[0], prevClearColor[1], prevClearColor[2], prevClearColor[3]); }; /** * Creates buffers for a textured unit quad with specified lower left * and upper right texture coordinates, and attaches them to vertex * attribs. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} lowerLeftTexCoords The texture coordinates for the lower left corner. * @param {!Array.} 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.} The buffer objects that were * created. */ var setupUnitQuadWithTexCoords = function( gl, lowerLeftTexCoords, upperRightTexCoords, opt_positionLocation, opt_texcoordLocation) { opt_positionLocation = opt_positionLocation || 0; opt_texcoordLocation = opt_texcoordLocation || 1; var objects = []; var vertexObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0]), gl.STATIC_DRAW); gl.enableVertexAttribArray(opt_positionLocation); gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); objects.push(vertexObject); var llx = lowerLeftTexCoords[0]; var lly = lowerLeftTexCoords[1]; var urx = upperRightTexCoords[0]; var ury = upperRightTexCoords[1]; var 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(opt_texcoordLocation); gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); objects.push(vertexObject); return objects; }; /** * Creates a program and buffers for rendering a textured quad. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} opt_positionLocation The attrib location for position. * @param {number} opt_texcoordLocation The attrib location for texture coords. * @return {!WebGLProgram} */ var setupTexturedQuad = function( gl, opt_positionLocation, opt_texcoordLocation) { var program = setupSimpleTextureProgram( gl, opt_positionLocation, opt_texcoordLocation); setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation); return program; }; /** * Creates a program and buffers for rendering a textured quad with * specified lower left and upper right texture coordinates. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} lowerLeftTexCoords The texture coordinates for the lower left corner. * @param {!Array.} 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 unit quad with only positions of a given resolution. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} gridRes The resolution of the mesh grid, expressed in the number of triangles across and down. * @param {number} opt_positionLocation The attrib location for position. */ var setupQuad = function ( gl, gridRes, opt_positionLocation, opt_flipOddTriangles) { var positionLocation = opt_positionLocation || 0; var objects = []; var vertsAcross = gridRes + 1; var numVerts = vertsAcross * vertsAcross; var positions = new Float32Array(numVerts * 3); var indices = new Uint16Array(6 * gridRes * gridRes); var poffset = 0; for (var yy = 0; yy <= gridRes; ++yy) { for (var xx = 0; xx <= gridRes; ++xx) { positions[poffset + 0] = -1 + 2 * xx / gridRes; positions[poffset + 1] = -1 + 2 * yy / gridRes; positions[poffset + 2] = 0; poffset += 3; } } var tbase = 0; for (var yy = 0; yy < gridRes; ++yy) { var index = yy * vertsAcross; for (var xx = 0; xx < gridRes; ++xx) { indices[tbase + 0] = index + 0; indices[tbase + 1] = index + 1; indices[tbase + 2] = index + vertsAcross; indices[tbase + 3] = index + vertsAcross; indices[tbase + 4] = index + 1; indices[tbase + 5] = index + vertsAcross + 1; if (opt_flipOddTriangles) { indices[tbase + 4] = index + vertsAcross + 1; indices[tbase + 5] = index + 1; } index += 1; tbase += 6; } } var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); objects.push(buf); var buf = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); objects.push(buf); return objects; }; /** * Fills the given texture with a solid color * @param {!WebGLContext} gl The WebGLContext to use. * @param {!WebGLTexture} tex The texture to fill. * @param {number} width The width of the texture to create. * @param {number} height The height of the texture to create. * @param {!Array.} color The color to fill with. A 4 element array * where each element is in the range 0 to 255. * @param {number} opt_level The level of the texture to fill. Default = 0. */ var fillTexture = function(gl, tex, width, height, color, opt_level) { opt_level = opt_level || 0; var numPixels = width * height; var size = numPixels * 4; var buf = new Uint8Array(size); for (var ii = 0; ii < numPixels; ++ii) { var off = ii * 4; buf[off + 0] = color[0]; buf[off + 1] = color[1]; buf[off + 2] = color[2]; buf[off + 3] = color[3]; } gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D( gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf); }; /** * Creates a textures and fills it with a solid color * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} width The width of the texture to create. * @param {number} height The height of the texture to create. * @param {!Array.} color The color to fill with. A 4 element array * where each element is in the range 0 to 255. * @return {!WebGLTexture} */ var createColoredTexture = function(gl, width, height, color) { var tex = gl.createTexture(); fillTexture(gl, tex, width, height, color); return tex; }; /** * Draws a previously setup quad. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} opt_color The color to fill clear with before * drawing. A 4 element array where each element is in the range 0 to * 255. Default [255, 255, 255, 255] */ var drawQuad = function(gl, opt_color) { opt_color = opt_color || [255, 255, 255, 255]; gl.clearColor( opt_color[0] / 255, opt_color[1] / 255, opt_color[2] / 255, opt_color[3] / 255); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 6); }; /** * Checks that a portion of a canvas is 1 color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} x left corner of region to check. * @param {number} y bottom corner of region to check. * @param {number} width width of region to check. * @param {number} height width of region to check. * @param {!Array.} color The color to fill clear with before drawing. A * 4 element array where each element is in the range 0 to 255. * @param {string} msg Message to associate with success. Eg ("should be red"). * @param {number} errorRange Optional. Acceptable error in * color checking. 0 by default. */ var checkCanvasRect = function(gl, x, y, width, height, color, msg, errorRange) { errorRange = errorRange || 0; var buf = new Uint8Array(width * height * 4); gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); for (var i = 0; i < width * height; ++i) { var offset = i * 4; for (var j = 0; j < color.length; ++j) { if (Math.abs(buf[offset + j] - color[j]) > errorRange) { var was = buf[offset + 0].toString(); for (j = 1; j < color.length; ++j) { was += "," + buf[offset + j]; } var cv = document.createElement('canvas'); cv.height = height; cv.width = width; var ctx = cv.getContext('2d'); ctx.fillStyle="rgba(" + color[0] + ", " + color[1] + ", " + color[2] + ", 255)"; ctx.fillRect(0, 0, width, height); testFailedRender(msg, ctx, buf, width, height); debug('at (' + (i % width) + ', ' + Math.floor(i / width) + ') expected: ' + color + ' was ' + was); return; } } } testPassed(msg); }; /** * Checks that an entire canvas is 1 color. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} color The color to fill clear with before drawing. A * 4 element array where each element is in the range 0 to 255. * @param {string} msg Message to associate with success. Eg ("should be red"). * @param {number} errorRange Optional. Acceptable error in * color checking. 0 by default. */ var checkCanvas = function(gl, color, msg, errorRange) { checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange); }; /** * Loads a texture, calls callback when finished. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} url URL of image to load * @param {function(!Image): void} callback Function that gets called after * image has loaded * @return {!WebGLTexture} The created texture. */ var loadTexture = function(gl, url, callback) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); var image = new Image(); image.onload = function() { gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); callback(image); }; image.src = url; return texture; }; /** * Creates a webgl context. * @param {!Canvas|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. * @return {!WebGLContext} The created context. */ var create3DContext = function(opt_canvas, opt_attributes) { opt_canvas = opt_canvas || document.createElement("canvas"); if (typeof opt_canvas == 'string') { opt_canvas = document.getElementById(opt_canvas); } var context = null; var names = ["webgl", "experimental-webgl"]; for (var i = 0; i < names.length; ++i) { try { context = opt_canvas.getContext(names[i], opt_attributes); } catch (e) { } if (context) { break; } } if (!context) { testFailed("Unable to fetch WebGL rendering context for Canvas"); } return context; } /** * Gets a GLError value as a string. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} err The webgl error as retrieved from gl.getError(). * @return {string} the error as a string. */ var getGLErrorAsString = function(gl, err) { if (err === gl.NO_ERROR) { return "NO_ERROR"; } for (var name in gl) { if (gl[name] === err) { return name; } } return err.toString(); }; /** * Wraps a WebGL function with a function that throws an exception if there is * an error. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} fname Name of function to wrap. * @return {function} The wrapped function. */ var createGLErrorWrapper = function(context, fname) { return function() { var rv = context[fname].apply(context, arguments); var err = context.getError(); if (err != 0) throw "GL error " + getGLErrorAsString(err) + " in " + fname; return rv; }; }; /** * Creates a WebGL context where all functions are wrapped to throw an exception * if there is an error. * @param {!Canvas} canvas The HTML canvas to get a context from. * @return {!Object} The wrapped context. */ function create3DContextWithWrapperThatThrowsOnGLError(canvas) { var context = create3DContext(canvas); var wrap = {}; for (var i in context) { try { if (typeof context[i] == 'function') { wrap[i] = createGLErrorWrapper(context, i); } else { wrap[i] = context[i]; } } catch (e) { error("createContextWrapperThatThrowsOnGLError: Error accessing " + i); } } wrap.getError = function() { return context.getError(); }; return wrap; }; /** * Tests that the first error GL returns is the specified error. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} glError The expected gl error. * @param {string} opt_msg */ var glErrorShouldBe = function(gl, glError, opt_msg) { opt_msg = opt_msg || ""; var err = gl.getError(); if (err != glError) { testFailed("getError expected: " + getGLErrorAsString(gl, glError) + ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg); } else { testPassed("getError was expected value: " + getGLErrorAsString(gl, glError) + " : " + opt_msg); } }; /** * Tests that the first error GL returns is in the specified error list. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} expectedErrorList The list of expected gl errors. * @param {string} opt_msg */ var glErrorShouldBeIn = function(gl, expectedErrorList, opt_msg) { opt_msg = opt_msg || ""; var expectedErrorStrList = []; var expectedErrorSet = {}; for (var i in expectedErrorList) { var cur = expectedErrorList[i]; expectedErrorStrList.push(getGLErrorAsString(gl, cur)); expectedErrorSet[cur] = true; } var expectedErrorStr = "[" + expectedErrorStrList.join(", ") + "]"; var actualError = gl.getError(); if (actualError in expectedErrorSet) { testPassed("getError was in expected values: " + expectedErrorStr + " : " + opt_msg); } else { testFailed("getError expected: " + expectedErrorStr + ". Was " + getGLErrorAsString(gl, actualError) + " : " + opt_msg); } }; /** * Tests that an evaluated expression generates a specific GL error. * @param {!WebGLContext} gl The WebGLContext to use. * @param {number} glError The expected gl error. * @param {string} evalSTr The string to evaluate. */ var shouldGenerateGLError = function(gl, glError, evalStr) { glErrorShouldBe(gl, 0, "Should not be pre-existing errors during call to" + " shouldGenerateGLError()."); var exception; try { eval(evalStr); } catch (e) { exception = e; } if (exception) { testFailed(evalStr + " threw exception " + exception); } else { glErrorShouldBe(gl, glError, evalStr); } }; /** * Tests that an evaluated expression generates a GL error from a list. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!Array.} expectedErrorList The list of expected gl errors. * @param {string} evalSTr The string to evaluate. */ var shouldGenerateGLErrorIn = function(gl, expectedErrorList, evalStr) { glErrorShouldBe(gl, 0, "Should not be pre-existing errors during call to" + " shouldGenerateGLErrorIn()."); var exception; try { eval(evalStr); } catch (e) { exception = e; } if (exception) { testFailed(evalStr + " threw exception " + exception); } else { glErrorShouldBeIn(gl, expectedErrorList, evalStr); } }; /** * Links a WebGL program, throws if there are errors. * @param {!WebGLContext} gl The WebGLContext to use. * @param {!WebGLProgram} program The WebGLProgram to link. * @param {function(string): void) opt_errorCallback callback for errors. */ var linkProgram = function(gl, program, opt_errorCallback) { 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); } }; /** * Sets up WebGL with shaders. * @param {string} canvasName The id of the canvas. * @param {string} vshader The id of the script tag that contains the vertex * shader source. * @param {string} fshader The id of the script tag that contains the fragment * shader source. * @param {!Array.} attribs An array of attrib names used to bind * attribs to the ordinal of the name in this array. * @param {!Array.} opt_clearColor The color to cla * @return {!WebGLContext} The created WebGLContext. */ var setupWebGLWithShaders = function( canvasName, vshader, fshader, attribs) { var canvas = document.getElementById(canvasName); var gl = create3DContext(canvas); if (!gl) { testFailed("No WebGL context found"); } // create our shaders var vertexShader = loadShaderFromScript(gl, vshader); var fragmentShader = loadShaderFromScript(gl, fshader); if (!vertexShader || !fragmentShader) { return null; } // Create the program object program = gl.createProgram(); if (!program) { return null; } // Attach our two shaders to the program gl.attachShader (program, vertexShader); gl.attachShader (program, fragmentShader); // Bind attributes for (var i in attribs) { gl.bindAttribLocation (program, i, attribs[i]); } linkProgram(gl, program); gl.useProgram(program); gl.clearColor(0,0,0,1); gl.clearDepth(1); gl.enable(gl.DEPTH_TEST); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.program = program; return gl; }; /** * Loads text from an external file. This function is synchronous. * @param {string} url The url of the external file. * @param {!function(bool, string): void} callback that is sent a bool for * success and the string. */ var loadTextFileAsync = function(url, callback) { log ("loading: " + url); var error = 'loadTextFileSynchronous failed to load url "' + url + '"'; var request; if (window.XMLHttpRequest) { request = new XMLHttpRequest(); if (request.overrideMimeType) { request.overrideMimeType('text/plain'); } } else { throw 'XMLHttpRequest is disabled'; } try { request.open('GET', url, true); request.onreadystatechange = function() { if (request.readyState == 4) { var text = ''; // HTTP reports success with a 200 status. The file protocol reports // success with zero. HTTP does not use zero as a status code (they // start at 100). // https://developer.mozilla.org/En/Using_XMLHttpRequest var success = request.status == 200 || request.status == 0; if (success) { text = request.responseText; } log("loaded: " + url); callback(success, text); } }; request.send(null); } catch (e) { log("failed to load: " + url); callback(false, ''); } }; // 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; } } }; /** * 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): void} callback that is sent a bool * for success and the array of strings. */ var getFileListAsync = function(url, callback) { var files = []; var getFileListImpl = function(url, callback) { var files = []; if (url.substr(url.length - 4) == '.txt') { loadTextFileAsync(url, function() { return function(success, text) { if (!success) { callback(false, ''); return; } var lines = text.split('\n'); var prefix = ''; var lastSlash = url.lastIndexOf('/'); if (lastSlash >= 0) { prefix = url.substr(0, lastSlash + 1); } var fail = false; var count = 1; var index = 0; for (var ii = 0; ii < lines.length; ++ii) { var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); if (str.length > 4 && str[0] != '#' && str[0] != ";" && str.substr(0, 2) != "//") { var names = str.split(/ +/); new_url = prefix + str; if (names.length == 1) { new_url = prefix + str; ++count; getFileListImpl(new_url, function(index) { return function(success, new_files) { log("got files: " + new_files.length); if (success) { files[index] = new_files; } finish(success); }; }(index++)); } else { var s = ""; var p = ""; for (var jj = 0; jj < names.length; ++jj) { s += p + prefix + names[jj]; p = " "; } files[index++] = s; } } } finish(true); function finish(success) { if (!success) { fail = true; } --count; log("count: " + count); if (!count) { callback(!fail, files); } } } }()); } else { files.push(url); callback(true, files); } }; getFileListImpl(url, function(success, files) { // flatten var flat = []; flatten(files); function flatten(files) { for (var ii = 0; ii < files.length; ++ii) { var value = files[ii]; if (typeof(value) == "string") { flat.push(value); } else { flatten(value); } } } callback(success, flat); }); }; /** * Gets a file from a file/URL * @param {string} file the URL of the file to get. * @return {string} The contents of the file. */ var readFile = function(file) { var xhr = new XMLHttpRequest(); xhr.open("GET", file, false); xhr.send(); return xhr.responseText.replace(/\r/g, ""); }; var readFileList = function(url) { var files = []; if (url.substr(url.length - 4) == '.txt') { var lines = readFile(url).split('\n'); var prefix = ''; var lastSlash = url.lastIndexOf('/'); if (lastSlash >= 0) { prefix = url.substr(0, lastSlash + 1); } for (var ii = 0; ii < lines.length; ++ii) { var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, ''); if (str.length > 4 && str[0] != '#' && str[0] != ";" && str.substr(0, 2) != "//") { var names = str.split(/ +/); if (names.length == 1) { new_url = prefix + str; files = files.concat(readFileList(new_url)); } else { var s = ""; var p = ""; for (var jj = 0; jj < names.length; ++jj) { s += p + prefix + names[jj]; p = " "; } files.push(s); } } } } else { files.push(url); } return files; }; /** * Loads a shader. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} shaderSource The shader source. * @param {number} shaderType The type of shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) { var errFn = opt_errorCallback || error; // Create the shader object var shader = gl.createShader(shaderType); if (shader == null) { errFn("*** Error: unable to create shader '"+shaderSource+"'"); return null; } // Load the shader source gl.shaderSource(shader, shaderSource); var err = gl.getError(); if (err != gl.NO_ERROR) { errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err)); return null; } // Compile the shader gl.compileShader(shader); // Check the compile status var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (!compiled) { // Something went wrong during compilation; get the error lastError = gl.getShaderInfoLog(shader); errFn("*** Error compiling shader '" + shader + "':" + lastError); gl.deleteShader(shader); return null; } return shader; } /** * Loads a shader from a URL. * @param {!WebGLContext} gl The WebGLContext to use. * @param {file} file The URL of the shader source. * @param {number} type The type of shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShaderFromFile = function(gl, file, type, opt_errorCallback) { var shaderSource = readFile(file); return loadShader(gl, shaderSource, type, opt_errorCallback); }; /** * Gets the content of 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 {!WebGLContext} gl The WebGLContext to use. * @param {string} scriptId The id of the script tag. * @param {number} opt_shaderType The type of shader. If not passed in it will * be derived from the type of the script tag. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLShader} The created shader. */ var loadShaderFromScript = function( gl, scriptId, opt_shaderType, opt_errorCallback) { var shaderSource = ""; var shaderType; var shaderScript = document.getElementById(scriptId); if (!shaderScript) { throw("*** Error: unknown script element " + scriptId); } shaderSource = shaderScript.text; if (!opt_shaderType) { if (shaderScript.type == "x-shader/x-vertex") { shaderType = gl.VERTEX_SHADER; } else if (shaderScript.type == "x-shader/x-fragment") { shaderType = gl.FRAGMENT_SHADER; } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) { throw("*** Error: unknown shader type"); return null; } } return loadShader( gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, opt_errorCallback); }; var loadStandardProgram = function(gl) { var program = gl.createProgram(); gl.attachShader(program, loadStandardVertexShader(gl)); gl.attachShader(program, loadStandardFragmentShader(gl)); linkProgram(gl, program); return program; }; /** * Loads shaders from files, creates a program, attaches the shaders and links. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} vertexShaderPath The URL of the vertex shader. * @param {string} fragmentShaderPath The URL of the fragment shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLProgram} The created program. */ var loadProgramFromFile = function( gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) { var program = gl.createProgram(); gl.attachShader( program, loadShaderFromFile( gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback)); gl.attachShader( program, loadShaderFromFile( gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback)); linkProgram(gl, program, opt_errorCallback); return program; }; /** * Loads shaders from script tags, creates a program, attaches the shaders and * links. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} vertexScriptId The id of the script tag that contains the * vertex shader. * @param {string} fragmentScriptId The id of the script tag that contains the * fragment shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLProgram} The created program. */ var loadProgramFromScript = function loadProgramFromScript( gl, vertexScriptId, fragmentScriptId, opt_errorCallback) { var program = gl.createProgram(); gl.attachShader( program, loadShaderFromScript( gl, vertexScriptId, gl.VERTEX_SHADER, opt_errorCallback)); gl.attachShader( program, loadShaderFromScript( gl, fragmentScriptId, gl.FRAGMENT_SHADER, opt_errorCallback)); linkProgram(gl, program, opt_errorCallback); return program; }; /** * Loads shaders from source, creates a program, attaches the shaders and * links. * @param {!WebGLContext} gl The WebGLContext to use. * @param {string} vertexShader The vertex shader. * @param {string} fragmentShader The fragment shader. * @param {function(string): void) opt_errorCallback callback for errors. * @return {!WebGLProgram} The created program. */ var loadProgram = function( gl, vertexShader, fragmentShader, opt_errorCallback) { var program = gl.createProgram(); gl.attachShader( program, loadShader( gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback)); gl.attachShader( program, loadShader( gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback)); linkProgram(gl, program, opt_errorCallback); return program; }; /** * 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 {!WebGLContext} gl The WebGLContext 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 basePath; var getBasePath = function() { if (!basePath) { var expectedBase = "webgl-test-utils.js"; var scripts = document.getElementsByTagName('script'); for (var script, i = 0; script = scripts[i]; i++) { var src = script.src; var l = src.length; if (src.substr(l - expectedBase.length) == expectedBase) { basePath = src.substr(0, l - expectedBase.length); } } } return basePath; }; var loadStandardVertexShader = function(gl) { return loadShaderFromFile( gl, getBasePath() + "vertexShader.vert", gl.VERTEX_SHADER); }; var loadStandardFragmentShader = function(gl) { return loadShaderFromFile( gl, getBasePath() + "fragmentShader.frag", gl.FRAGMENT_SHADER); }; /** * Loads an image asynchronously. * @param {string} url URL of image to load. * @param {!function(!Element): void} callback Function to call * with loaded image. */ var loadImageAsync = function(url, callback) { var img = document.createElement('img'); img.onload = function() { callback(img); }; img.src = url; }; /** * Loads an array of images. * @param {!Array.} urls URLs of images to load. * @param {!function(!{string, img}): void} callback. Callback * that gets passed map of urls to img tags. */ var loadImagesAsync = function(urls, callback) { var count = 1; var images = { }; function countDown() { --count; if (count == 0) { callback(images); } } function imageLoaded(url) { return function(img) { images[url] = img; countDown(); } } for (var ii = 0; ii < urls.length; ++ii) { ++count; loadImageAsync(urls[ii], imageLoaded(urls[ii])); } countDown(); }; var getUrlArguments = function() { var args = {}; try { var s = window.location.href; var q = s.indexOf("?"); var e = s.indexOf("#"); if (e < 0) { e = s.length; } var query = s.substring(q + 1, e); var pairs = query.split("&"); for (var ii = 0; ii < pairs.length; ++ii) { var keyValue = pairs[ii].split("="); var key = keyValue[0]; var value = decodeURIComponent(keyValue[1]); args[key] = value; } } catch (e) { throw "could not parse url"; } return args; }; var makeImage = function(canvas) { var img = document.createElement('img'); img.src = canvas.toDataURL(); return img; }; 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); }; var addShaderSource = function(element, label, source) { 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); div.appendChild(s); element.appendChild(div); } return { addShaderSource: addShaderSource, clearAndDrawUnitQuad : clearAndDrawUnitQuad, create3DContext: create3DContext, create3DContextWithWrapperThatThrowsOnGLError: create3DContextWithWrapperThatThrowsOnGLError, checkCanvas: checkCanvas, checkCanvasRect: checkCanvasRect, createColoredTexture: createColoredTexture, drawQuad: drawQuad, drawUnitQuad: drawUnitQuad, endsWith: endsWith, getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes, getFileListAsync: getFileListAsync, getLastError: getLastError, getScript: getScript, getSupportedExtensionWithKnownPrefixes: getSupportedExtensionWithKnownPrefixes, getUrlArguments: getUrlArguments, glEnumToString: glEnumToString, glErrorShouldBe: glErrorShouldBe, glErrorShouldBeIn: glErrorShouldBeIn, fillTexture: fillTexture, insertImage: insertImage, loadImageAsync: loadImageAsync, loadImagesAsync: loadImagesAsync, loadProgram: loadProgram, loadProgramFromFile: loadProgramFromFile, loadProgramFromScript: loadProgramFromScript, loadProgramFromScriptExpectError: loadProgramFromScriptExpectError, loadShader: loadShader, loadShaderFromFile: loadShaderFromFile, loadShaderFromScript: loadShaderFromScript, loadStandardProgram: loadStandardProgram, loadStandardVertexShader: loadStandardVertexShader, loadStandardFragmentShader: loadStandardFragmentShader, loadTextFileAsync: loadTextFileAsync, loadTexture: loadTexture, log: log, loggingOff: loggingOff, makeImage: makeImage, error: error, setupProgram: setupProgram, setupQuad: setupQuad, setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader, setupSimpleTextureProgram: setupSimpleTextureProgram, setupSimpleTextureVertexShader: setupSimpleTextureVertexShader, setupTexturedQuad: setupTexturedQuad, setupTexturedQuadWithTexCoords: setupTexturedQuadWithTexCoords, setupUnitQuad: setupUnitQuad, setupUnitQuadWithTexCoords: setupUnitQuadWithTexCoords, setupWebGLWithShaders: setupWebGLWithShaders, startsWith: startsWith, shouldGenerateGLError: shouldGenerateGLError, readFile: readFile, readFileList: readFileList, none: false }; }());