content/canvas/test/webgl-conformance/conformance/resources/webgl-test.js

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/resources/webgl-test.js	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,805 @@
     1.4 +/*
     1.5 +Copyright (C) 2011 Apple Computer, Inc.  All rights reserved.
     1.6 +
     1.7 +Redistribution and use in source and binary forms, with or without
     1.8 +modification, are permitted provided that the following conditions
     1.9 +are met:
    1.10 +1. Redistributions of source code must retain the above copyright
    1.11 +   notice, this list of conditions and the following disclaimer.
    1.12 +2. Redistributions in binary form must reproduce the above copyright
    1.13 +   notice, this list of conditions and the following disclaimer in the
    1.14 +   documentation and/or other materials provided with the distribution.
    1.15 +
    1.16 +THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
    1.17 +EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    1.18 +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
    1.19 +PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
    1.20 +CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
    1.21 +EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
    1.22 +PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
    1.23 +PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
    1.24 +OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    1.25 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    1.26 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.27 +*/
    1.28 +
    1.29 +function webglTestLog(msg) {
    1.30 +  if (window.console && window.console.log) {
    1.31 +    window.console.log(msg);
    1.32 +  }
    1.33 +  if (document.getElementById("console")) {
    1.34 +    var log = document.getElementById("console");
    1.35 +    log.innerHTML += msg + "<br>";
    1.36 +  }
    1.37 +}
    1.38 +
    1.39 +//
    1.40 +// create3DContext
    1.41 +//
    1.42 +// Returns the WebGLRenderingContext for any known implementation.
    1.43 +//
    1.44 +function create3DContext(canvas, attributes)
    1.45 +{
    1.46 +    if (!canvas)
    1.47 +        canvas = document.createElement("canvas");
    1.48 +    var names = ["webgl", "experimental-webgl"];
    1.49 +    var context = null;
    1.50 +    for (var i = 0; i < names.length; ++i) {
    1.51 +      try {
    1.52 +        context = canvas.getContext(names[i], attributes);
    1.53 +      } catch (e) {
    1.54 +      }
    1.55 +      if (context) {
    1.56 +        break;
    1.57 +      }
    1.58 +    }
    1.59 +    if (!context) {
    1.60 +        throw "Unable to fetch WebGL rendering context for Canvas";
    1.61 +    }
    1.62 +    return context;
    1.63 +}
    1.64 +
    1.65 +function createGLErrorWrapper(context, fname) {
    1.66 +    return function() {
    1.67 +        var rv = context[fname].apply(context, arguments);
    1.68 +        var err = context.getError();
    1.69 +        if (err != 0)
    1.70 +            throw "GL error " + err + " in " + fname;
    1.71 +        return rv;
    1.72 +    };
    1.73 +}
    1.74 +
    1.75 +function create3DContextWithWrapperThatThrowsOnGLError(canvas, attributes) {
    1.76 +  var context = create3DContext(canvas, attributes);
    1.77 +  // Thanks to Ilmari Heikkinen for the idea on how to implement this so elegantly.
    1.78 +  var wrap = {};
    1.79 +  for (var i in context) {
    1.80 +    try {
    1.81 +      if (typeof context[i] == 'function') {
    1.82 +        wrap[i] = createGLErrorWrapper(context, i);
    1.83 +      } else {
    1.84 +        wrap[i] = context[i];
    1.85 +      }
    1.86 +    } catch (e) {
    1.87 +      webglTestLog("createContextWrapperThatThrowsOnGLError: Error accessing " + i);
    1.88 +    }
    1.89 +  }
    1.90 +  wrap.getError = function() {
    1.91 +      return context.getError();
    1.92 +  };
    1.93 +  return wrap;
    1.94 +}
    1.95 +
    1.96 +function getGLErrorAsString(ctx, err) {
    1.97 +  if (err === ctx.NO_ERROR) {
    1.98 +    return "NO_ERROR";
    1.99 +  }
   1.100 +  for (var name in ctx) {
   1.101 +    if (ctx[name] === err) {
   1.102 +      return name;
   1.103 +    }
   1.104 +  }
   1.105 +  return "0x" + err.toString(16);
   1.106 +}
   1.107 +
   1.108 +// Pass undefined for glError to test that it at least throws some error
   1.109 +function shouldGenerateGLError(ctx, glErrors, evalStr) {
   1.110 +  if (!glErrors.length) {
   1.111 +    glErrors = [glErrors];
   1.112 +  }
   1.113 +  var exception;
   1.114 +  try {
   1.115 +    eval(evalStr);
   1.116 +  } catch (e) {
   1.117 +    exception = e;
   1.118 +  }
   1.119 +  if (exception) {
   1.120 +    testFailed(evalStr + " threw exception " + exception);
   1.121 +  } else {
   1.122 +    var err = ctx.getError();
   1.123 +    if (glErrors.indexOf(err) < 0) {
   1.124 +      var errStrs = [];
   1.125 +      for (var ii = 0; ii < glErrors.length; ++ii) {
   1.126 +        errStrs.push(getGLErrorAsString(ctx, glErrors[ii]));
   1.127 +      }
   1.128 +      testFailed(evalStr + " expected: " + errStrs.join(" or ") + ". Was " + getGLErrorAsString(ctx, err) + ".");
   1.129 +    } else {
   1.130 +      testPassed(evalStr + " generated expected GL error: " + getGLErrorAsString(ctx, err) + ".");
   1.131 +    }
   1.132 +  }
   1.133 +}
   1.134 +
   1.135 +/**
   1.136 + * Tests that the first error GL returns is the specified error.
   1.137 + * @param {!WebGLContext} gl The WebGLContext to use.
   1.138 + * @param {number|!Array.<number>} glError The expected gl
   1.139 + *        error. Multiple errors can be passed in using an
   1.140 + *        array.
   1.141 + * @param {string} opt_msg Optional additional message.
   1.142 + */
   1.143 +function glErrorShouldBe(gl, glErrors, opt_msg) {
   1.144 +  if (!glErrors.length) {
   1.145 +    glErrors = [glErrors];
   1.146 +  }
   1.147 +  opt_msg = opt_msg || "";
   1.148 +  var err = gl.getError();
   1.149 +  var ndx = glErrors.indexOf(err);
   1.150 +  if (ndx < 0) {
   1.151 +    if (glErrors.length == 1) {
   1.152 +      testFailed("getError expected: " + getGLErrorAsString(gl, glErrors[0]) +
   1.153 +                 ". Was " + getGLErrorAsString(gl, err) + " : " + opt_msg);
   1.154 +    } else {
   1.155 +      var errs = [];
   1.156 +      for (var ii = 0; ii < glErrors.length; ++ii) {
   1.157 +        errs.push(getGLErrorAsString(gl, glErrors[ii]));
   1.158 +      }
   1.159 +      testFailed("getError expected one of: [" + errs.join(", ") +
   1.160 +                 "]. Was " + getGLErrorAsString(gl, err) + " : " + opt_msg);
   1.161 +    }
   1.162 +  } else {
   1.163 +    testPassed("getError was expected value: " +
   1.164 +                getGLErrorAsString(gl, err) + " : " + opt_msg);
   1.165 +  }
   1.166 +};
   1.167 +
   1.168 +//
   1.169 +// createProgram
   1.170 +//
   1.171 +// Create and return a program object, attaching each of the given shaders.
   1.172 +//
   1.173 +// If attribs are given, bind an attrib with that name at that index.
   1.174 +//
   1.175 +function createProgram(gl, vshaders, fshaders, attribs)
   1.176 +{
   1.177 +  if (typeof(vshaders) == "string")
   1.178 +    vshaders = [vshaders];
   1.179 +  if (typeof(fshaders) == "string")
   1.180 +    fshaders = [fshaders];
   1.181 +
   1.182 +  var shaders = [];
   1.183 +  var i;
   1.184 +
   1.185 +  for (i = 0; i < vshaders.length; ++i) {
   1.186 +    var shader = loadShader(gl, vshaders[i], gl.VERTEX_SHADER);
   1.187 +    if (!shader)
   1.188 +      return null;
   1.189 +    shaders.push(shader);
   1.190 +  }
   1.191 +
   1.192 +  for (i = 0; i < fshaders.length; ++i) {
   1.193 +    var shader = loadShader(gl, fshaders[i], gl.FRAGMENT_SHADER);
   1.194 +    if (!shader)
   1.195 +      return null;
   1.196 +    shaders.push(shader);
   1.197 +  }
   1.198 +
   1.199 +  var prog = gl.createProgram();
   1.200 +  for (i = 0; i < shaders.length; ++i) {
   1.201 +    gl.attachShader(prog, shaders[i]);
   1.202 +  }
   1.203 +
   1.204 +  if (attribs) {
   1.205 +    for (var i = 0; i < attribs.length; ++i) {
   1.206 +      gl.bindAttribLocation(prog, i, attribs[i]);
   1.207 +    }
   1.208 +  }
   1.209 +
   1.210 +  gl.linkProgram(prog);
   1.211 +
   1.212 +  // Check the link status
   1.213 +  var linked = gl.getProgramParameter(prog, gl.LINK_STATUS);
   1.214 +  if (!linked) {
   1.215 +    // something went wrong with the link
   1.216 +    var error = gl.getProgramInfoLog(prog);
   1.217 +    webglTestLog("Error in program linking:" + error);
   1.218 +
   1.219 +    gl.deleteProgram(prog);
   1.220 +    for (i = 0; i < shaders.length; ++i)
   1.221 +      gl.deleteShader(shaders[i]);
   1.222 +    return null;
   1.223 +  }
   1.224 +
   1.225 +  return prog;
   1.226 +}
   1.227 +
   1.228 +//
   1.229 +// initWebGL
   1.230 +//
   1.231 +// Initialize the Canvas element with the passed name as a WebGL object and return the
   1.232 +// WebGLRenderingContext.
   1.233 +//
   1.234 +// Load shaders with the passed names and create a program with them. Return this program
   1.235 +// in the 'program' property of the returned context.
   1.236 +//
   1.237 +// For each string in the passed attribs array, bind an attrib with that name at that index.
   1.238 +// Once the attribs are bound, link the program and then use it.
   1.239 +//
   1.240 +// Set the clear color to the passed array (4 values) and set the clear depth to the passed value.
   1.241 +// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
   1.242 +//
   1.243 +function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth, contextAttribs)
   1.244 +{
   1.245 +    var canvas = document.getElementById(canvasName);
   1.246 +    var gl = create3DContext(canvas, contextAttribs);
   1.247 +    if (!gl) {
   1.248 +        alert("No WebGL context found");
   1.249 +        return null;
   1.250 +    }
   1.251 +
   1.252 +    // Create the program object
   1.253 +    gl.program = createProgram(gl, vshader, fshader, attribs);
   1.254 +    if (!gl.program)
   1.255 +        return null;
   1.256 +
   1.257 +    gl.useProgram(gl.program);
   1.258 +
   1.259 +    gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
   1.260 +    gl.clearDepth(clearDepth);
   1.261 +
   1.262 +    gl.enable(gl.DEPTH_TEST);
   1.263 +    gl.enable(gl.BLEND);
   1.264 +    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
   1.265 +
   1.266 +    return gl;
   1.267 +}
   1.268 +
   1.269 +//
   1.270 +// getShaderSource
   1.271 +//
   1.272 +// Load the source from the passed shader file.
   1.273 +//
   1.274 +function getShaderSource(file)
   1.275 +{
   1.276 +    var xhr = new XMLHttpRequest();
   1.277 +    xhr.open("GET", file, false);
   1.278 +    xhr.send();
   1.279 +    return xhr.responseText;
   1.280 +}
   1.281 +
   1.282 +
   1.283 +//
   1.284 +// loadShader
   1.285 +//
   1.286 +// 'shader' is either the id of a <script> element containing the shader source
   1.287 +// string, the shader string itself,  or the URL of a file containing the shader
   1.288 +// source. Load this shader and return the WebGLShader object corresponding to
   1.289 +// it.
   1.290 +//
   1.291 +function loadShader(ctx, shaderId, shaderType, isFile)
   1.292 +{
   1.293 +    var shaderSource = "";
   1.294 +
   1.295 +    if (isFile)
   1.296 +        shaderSource = getShaderSource(shaderId);
   1.297 +    else {
   1.298 +        var shaderScript = document.getElementById(shaderId);
   1.299 +        if (!shaderScript) {
   1.300 +            shaderSource = shaderId;
   1.301 +        } else {
   1.302 +            if (shaderScript.type == "x-shader/x-vertex") {
   1.303 +                shaderType = ctx.VERTEX_SHADER;
   1.304 +            } else if (shaderScript.type == "x-shader/x-fragment") {
   1.305 +                shaderType = ctx.FRAGMENT_SHADER;
   1.306 +            } else if (shaderType != ctx.VERTEX_SHADER && shaderType != ctx.FRAGMENT_SHADER) {
   1.307 +                webglTestLog("*** Error: unknown shader type");
   1.308 +                return null;
   1.309 +            }
   1.310 +
   1.311 +            shaderSource = shaderScript.text;
   1.312 +        }
   1.313 +    }
   1.314 +
   1.315 +    // Create the shader object
   1.316 +    var shader = ctx.createShader(shaderType);
   1.317 +    if (shader == null) {
   1.318 +        webglTestLog("*** Error: unable to create shader '"+shaderId+"'");
   1.319 +        return null;
   1.320 +    }
   1.321 +
   1.322 +    // Load the shader source
   1.323 +    ctx.shaderSource(shader, shaderSource);
   1.324 +
   1.325 +    // Compile the shader
   1.326 +    ctx.compileShader(shader);
   1.327 +
   1.328 +    // Check the compile status
   1.329 +    var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
   1.330 +    if (!compiled) {
   1.331 +        // Something went wrong during compilation; get the error
   1.332 +        var error = ctx.getShaderInfoLog(shader);
   1.333 +        webglTestLog("*** Error compiling shader '"+shader+"':"+error);
   1.334 +        ctx.deleteShader(shader);
   1.335 +        return null;
   1.336 +    }
   1.337 +
   1.338 +    return shader;
   1.339 +}
   1.340 +
   1.341 +function loadShaderFromFile(ctx, file, type)
   1.342 +{
   1.343 +    return loadShader(ctx, file, type, true);
   1.344 +}
   1.345 +
   1.346 +function loadShaderFromScript(ctx, script)
   1.347 +{
   1.348 +    return loadShader(ctx, script, 0, false);
   1.349 +}
   1.350 +
   1.351 +function loadStandardProgram(context) {
   1.352 +    var program = context.createProgram();
   1.353 +    context.attachShader(program, loadStandardVertexShader(context));
   1.354 +    context.attachShader(program, loadStandardFragmentShader(context));
   1.355 +    context.linkProgram(program);
   1.356 +    return program;
   1.357 +}
   1.358 +
   1.359 +function loadProgram(context, vertexShaderPath, fragmentShaderPath, isFile) {
   1.360 +    isFile = (isFile === undefined) ? true : isFile;
   1.361 +    var program = context.createProgram();
   1.362 +    context.attachShader(program, loadShader(context, vertexShaderPath, context.VERTEX_SHADER, isFile));
   1.363 +    context.attachShader(program, loadShader(context, fragmentShaderPath, context.FRAGMENT_SHADER, isFile));
   1.364 +    context.linkProgram(program);
   1.365 +    return program;
   1.366 +}
   1.367 +
   1.368 +var getBasePathForResources = function() {
   1.369 +  var expectedBase = "webgl-test.js";
   1.370 +  var scripts = document.getElementsByTagName('script');
   1.371 +  for (var script, i = 0; script = scripts[i]; i++) {
   1.372 +    var src = script.src;
   1.373 +    var l = src.length;
   1.374 +    if (src.substr(l - expectedBase.length) == expectedBase) {
   1.375 +      return src.substr(0, l - expectedBase.length);
   1.376 +    }
   1.377 +  }
   1.378 +  throw 'oops';
   1.379 +};
   1.380 +
   1.381 +
   1.382 +function loadStandardVertexShader(context) {
   1.383 +    return loadShader(
   1.384 +        context,
   1.385 +        getBasePathForResources() + "vertexShader.vert",
   1.386 +        context.VERTEX_SHADER,
   1.387 +        true);
   1.388 +}
   1.389 +
   1.390 +function loadStandardFragmentShader(context) {
   1.391 +    return loadShader(
   1.392 +        context,
   1.393 +        getBasePathForResources() + "fragmentShader.frag",
   1.394 +        context.FRAGMENT_SHADER,
   1.395 +        true);
   1.396 +}
   1.397 +
   1.398 +//
   1.399 +// makeBox
   1.400 +//
   1.401 +// Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array.
   1.402 +// Return an object with the following properties:
   1.403 +//
   1.404 +//  normalObject        WebGLBuffer object for normals
   1.405 +//  texCoordObject      WebGLBuffer object for texCoords
   1.406 +//  vertexObject        WebGLBuffer object for vertices
   1.407 +//  indexObject         WebGLBuffer object for indices
   1.408 +//  numIndices          The number of indices in the indexObject
   1.409 +//
   1.410 +function makeBox(ctx)
   1.411 +{
   1.412 +    // box
   1.413 +    //    v6----- v5
   1.414 +    //   /|      /|
   1.415 +    //  v1------v0|
   1.416 +    //  | |     | |
   1.417 +    //  | |v7---|-|v4
   1.418 +    //  |/      |/
   1.419 +    //  v2------v3
   1.420 +    //
   1.421 +    // vertex coords array
   1.422 +    var vertices = new Float32Array(
   1.423 +        [  1, 1, 1,  -1, 1, 1,  -1,-1, 1,   1,-1, 1,    // v0-v1-v2-v3 front
   1.424 +           1, 1, 1,   1,-1, 1,   1,-1,-1,   1, 1,-1,    // v0-v3-v4-v5 right
   1.425 +           1, 1, 1,   1, 1,-1,  -1, 1,-1,  -1, 1, 1,    // v0-v5-v6-v1 top
   1.426 +          -1, 1, 1,  -1, 1,-1,  -1,-1,-1,  -1,-1, 1,    // v1-v6-v7-v2 left
   1.427 +          -1,-1,-1,   1,-1,-1,   1,-1, 1,  -1,-1, 1,    // v7-v4-v3-v2 bottom
   1.428 +           1,-1,-1,  -1,-1,-1,  -1, 1,-1,   1, 1,-1 ]   // v4-v7-v6-v5 back
   1.429 +    );
   1.430 +
   1.431 +    // normal array
   1.432 +    var normals = new Float32Array(
   1.433 +        [  0, 0, 1,   0, 0, 1,   0, 0, 1,   0, 0, 1,     // v0-v1-v2-v3 front
   1.434 +           1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v3-v4-v5 right
   1.435 +           0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,     // v0-v5-v6-v1 top
   1.436 +          -1, 0, 0,  -1, 0, 0,  -1, 0, 0,  -1, 0, 0,     // v1-v6-v7-v2 left
   1.437 +           0,-1, 0,   0,-1, 0,   0,-1, 0,   0,-1, 0,     // v7-v4-v3-v2 bottom
   1.438 +           0, 0,-1,   0, 0,-1,   0, 0,-1,   0, 0,-1 ]    // v4-v7-v6-v5 back
   1.439 +       );
   1.440 +
   1.441 +
   1.442 +    // texCoord array
   1.443 +    var texCoords = new Float32Array(
   1.444 +        [  1, 1,   0, 1,   0, 0,   1, 0,    // v0-v1-v2-v3 front
   1.445 +           0, 1,   0, 0,   1, 0,   1, 1,    // v0-v3-v4-v5 right
   1.446 +           1, 0,   1, 1,   0, 1,   0, 0,    // v0-v5-v6-v1 top
   1.447 +           1, 1,   0, 1,   0, 0,   1, 0,    // v1-v6-v7-v2 left
   1.448 +           0, 0,   1, 0,   1, 1,   0, 1,    // v7-v4-v3-v2 bottom
   1.449 +           0, 0,   1, 0,   1, 1,   0, 1 ]   // v4-v7-v6-v5 back
   1.450 +       );
   1.451 +
   1.452 +    // index array
   1.453 +    var indices = new Uint8Array(
   1.454 +        [  0, 1, 2,   0, 2, 3,    // front
   1.455 +           4, 5, 6,   4, 6, 7,    // right
   1.456 +           8, 9,10,   8,10,11,    // top
   1.457 +          12,13,14,  12,14,15,    // left
   1.458 +          16,17,18,  16,18,19,    // bottom
   1.459 +          20,21,22,  20,22,23 ]   // back
   1.460 +      );
   1.461 +
   1.462 +    var retval = { };
   1.463 +
   1.464 +    retval.normalObject = ctx.createBuffer();
   1.465 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
   1.466 +    ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW);
   1.467 +
   1.468 +    retval.texCoordObject = ctx.createBuffer();
   1.469 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
   1.470 +    ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW);
   1.471 +
   1.472 +    retval.vertexObject = ctx.createBuffer();
   1.473 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
   1.474 +    ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW);
   1.475 +
   1.476 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, 0);
   1.477 +
   1.478 +    retval.indexObject = ctx.createBuffer();
   1.479 +    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
   1.480 +    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW);
   1.481 +    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, 0);
   1.482 +
   1.483 +    retval.numIndices = indices.length;
   1.484 +
   1.485 +    return retval;
   1.486 +}
   1.487 +
   1.488 +//
   1.489 +// makeSphere
   1.490 +//
   1.491 +// Create a sphere with the passed number of latitude and longitude bands and the passed radius.
   1.492 +// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array.
   1.493 +// Return an object with the following properties:
   1.494 +//
   1.495 +//  normalObject        WebGLBuffer object for normals
   1.496 +//  texCoordObject      WebGLBuffer object for texCoords
   1.497 +//  vertexObject        WebGLBuffer object for vertices
   1.498 +//  indexObject         WebGLBuffer object for indices
   1.499 +//  numIndices          The number of indices in the indexObject
   1.500 +//
   1.501 +function makeSphere(ctx, radius, lats, longs)
   1.502 +{
   1.503 +    var geometryData = [ ];
   1.504 +    var normalData = [ ];
   1.505 +    var texCoordData = [ ];
   1.506 +    var indexData = [ ];
   1.507 +
   1.508 +    for (var latNumber = 0; latNumber <= lats; ++latNumber) {
   1.509 +        for (var longNumber = 0; longNumber <= longs; ++longNumber) {
   1.510 +            var theta = latNumber * Math.PI / lats;
   1.511 +            var phi = longNumber * 2 * Math.PI / longs;
   1.512 +            var sinTheta = Math.sin(theta);
   1.513 +            var sinPhi = Math.sin(phi);
   1.514 +            var cosTheta = Math.cos(theta);
   1.515 +            var cosPhi = Math.cos(phi);
   1.516 +
   1.517 +            var x = cosPhi * sinTheta;
   1.518 +            var y = cosTheta;
   1.519 +            var z = sinPhi * sinTheta;
   1.520 +            var u = 1-(longNumber/longs);
   1.521 +            var v = latNumber/lats;
   1.522 +
   1.523 +            normalData.push(x);
   1.524 +            normalData.push(y);
   1.525 +            normalData.push(z);
   1.526 +            texCoordData.push(u);
   1.527 +            texCoordData.push(v);
   1.528 +            geometryData.push(radius * x);
   1.529 +            geometryData.push(radius * y);
   1.530 +            geometryData.push(radius * z);
   1.531 +        }
   1.532 +    }
   1.533 +
   1.534 +    longs += 1;
   1.535 +    for (var latNumber = 0; latNumber < lats; ++latNumber) {
   1.536 +        for (var longNumber = 0; longNumber < longs; ++longNumber) {
   1.537 +            var first = (latNumber * longs) + (longNumber % longs);
   1.538 +            var second = first + longs;
   1.539 +            indexData.push(first);
   1.540 +            indexData.push(second);
   1.541 +            indexData.push(first+1);
   1.542 +
   1.543 +            indexData.push(second);
   1.544 +            indexData.push(second+1);
   1.545 +            indexData.push(first+1);
   1.546 +        }
   1.547 +    }
   1.548 +
   1.549 +    var retval = { };
   1.550 +
   1.551 +    retval.normalObject = ctx.createBuffer();
   1.552 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
   1.553 +    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(normalData), ctx.STATIC_DRAW);
   1.554 +
   1.555 +    retval.texCoordObject = ctx.createBuffer();
   1.556 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
   1.557 +    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW);
   1.558 +
   1.559 +    retval.vertexObject = ctx.createBuffer();
   1.560 +    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
   1.561 +    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(geometryData), ctx.STATIC_DRAW);
   1.562 +
   1.563 +    retval.numIndices = indexData.length;
   1.564 +    retval.indexObject = ctx.createBuffer();
   1.565 +    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
   1.566 +    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), ctx.STREAM_DRAW);
   1.567 +
   1.568 +    return retval;
   1.569 +}
   1.570 +
   1.571 +//
   1.572 +// loadObj
   1.573 +//
   1.574 +// Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false.
   1.575 +// When the object load is complete, the 'loaded' property becomes true and the following
   1.576 +// properties are set:
   1.577 +//
   1.578 +//  normalObject        WebGLBuffer object for normals
   1.579 +//  texCoordObject      WebGLBuffer object for texCoords
   1.580 +//  vertexObject        WebGLBuffer object for vertices
   1.581 +//  indexObject         WebGLBuffer object for indices
   1.582 +//  numIndices          The number of indices in the indexObject
   1.583 +//
   1.584 +function loadObj(ctx, url)
   1.585 +{
   1.586 +    var obj = { loaded : false };
   1.587 +    obj.ctx = ctx;
   1.588 +    var req = new XMLHttpRequest();
   1.589 +    req.obj = obj;
   1.590 +    req.onreadystatechange = function () { processLoadObj(req) };
   1.591 +    req.open("GET", url, true);
   1.592 +    req.send(null);
   1.593 +    return obj;
   1.594 +}
   1.595 +
   1.596 +function processLoadObj(req)
   1.597 +{
   1.598 +    webglTestLog("req="+req)
   1.599 +    // only if req shows "complete"
   1.600 +    if (req.readyState == 4) {
   1.601 +        doLoadObj(req.obj, req.responseText);
   1.602 +    }
   1.603 +}
   1.604 +
   1.605 +function doLoadObj(obj, text)
   1.606 +{
   1.607 +    vertexArray = [ ];
   1.608 +    normalArray = [ ];
   1.609 +    textureArray = [ ];
   1.610 +    indexArray = [ ];
   1.611 +
   1.612 +    var vertex = [ ];
   1.613 +    var normal = [ ];
   1.614 +    var texture = [ ];
   1.615 +    var facemap = { };
   1.616 +    var index = 0;
   1.617 +
   1.618 +    var lines = text.split("\n");
   1.619 +    for (var lineIndex in lines) {
   1.620 +        var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, "");
   1.621 +
   1.622 +        // ignore comments
   1.623 +        if (line[0] == "#")
   1.624 +            continue;
   1.625 +
   1.626 +        var array = line.split(" ");
   1.627 +        if (array[0] == "v") {
   1.628 +            // vertex
   1.629 +            vertex.push(parseFloat(array[1]));
   1.630 +            vertex.push(parseFloat(array[2]));
   1.631 +            vertex.push(parseFloat(array[3]));
   1.632 +        }
   1.633 +        else if (array[0] == "vt") {
   1.634 +            // normal
   1.635 +            texture.push(parseFloat(array[1]));
   1.636 +            texture.push(parseFloat(array[2]));
   1.637 +        }
   1.638 +        else if (array[0] == "vn") {
   1.639 +            // normal
   1.640 +            normal.push(parseFloat(array[1]));
   1.641 +            normal.push(parseFloat(array[2]));
   1.642 +            normal.push(parseFloat(array[3]));
   1.643 +        }
   1.644 +        else if (array[0] == "f") {
   1.645 +            // face
   1.646 +            if (array.length != 4) {
   1.647 +                webglTestLog("*** Error: face '"+line+"' not handled");
   1.648 +                continue;
   1.649 +            }
   1.650 +
   1.651 +            for (var i = 1; i < 4; ++i) {
   1.652 +                if (!(array[i] in facemap)) {
   1.653 +                    // add a new entry to the map and arrays
   1.654 +                    var f = array[i].split("/");
   1.655 +                    var vtx, nor, tex;
   1.656 +
   1.657 +                    if (f.length == 1) {
   1.658 +                        vtx = parseInt(f[0]) - 1;
   1.659 +                        nor = vtx;
   1.660 +                        tex = vtx;
   1.661 +                    }
   1.662 +                    else if (f.length = 3) {
   1.663 +                        vtx = parseInt(f[0]) - 1;
   1.664 +                        tex = parseInt(f[1]) - 1;
   1.665 +                        nor = parseInt(f[2]) - 1;
   1.666 +                    }
   1.667 +                    else {
   1.668 +                        webglTestLog("*** Error: did not understand face '"+array[i]+"'");
   1.669 +                        return null;
   1.670 +                    }
   1.671 +
   1.672 +                    // do the vertices
   1.673 +                    var x = 0;
   1.674 +                    var y = 0;
   1.675 +                    var z = 0;
   1.676 +                    if (vtx * 3 + 2 < vertex.length) {
   1.677 +                        x = vertex[vtx*3];
   1.678 +                        y = vertex[vtx*3+1];
   1.679 +                        z = vertex[vtx*3+2];
   1.680 +                    }
   1.681 +                    vertexArray.push(x);
   1.682 +                    vertexArray.push(y);
   1.683 +                    vertexArray.push(z);
   1.684 +
   1.685 +                    // do the textures
   1.686 +                    x = 0;
   1.687 +                    y = 0;
   1.688 +                    if (tex * 2 + 1 < texture.length) {
   1.689 +                        x = texture[tex*2];
   1.690 +                        y = texture[tex*2+1];
   1.691 +                    }
   1.692 +                    textureArray.push(x);
   1.693 +                    textureArray.push(y);
   1.694 +
   1.695 +                    // do the normals
   1.696 +                    x = 0;
   1.697 +                    y = 0;
   1.698 +                    z = 1;
   1.699 +                    if (nor * 3 + 2 < normal.length) {
   1.700 +                        x = normal[nor*3];
   1.701 +                        y = normal[nor*3+1];
   1.702 +                        z = normal[nor*3+2];
   1.703 +                    }
   1.704 +                    normalArray.push(x);
   1.705 +                    normalArray.push(y);
   1.706 +                    normalArray.push(z);
   1.707 +
   1.708 +                    facemap[array[i]] = index++;
   1.709 +                }
   1.710 +
   1.711 +                indexArray.push(facemap[array[i]]);
   1.712 +            }
   1.713 +        }
   1.714 +    }
   1.715 +
   1.716 +    // set the VBOs
   1.717 +    obj.normalObject = obj.ctx.createBuffer();
   1.718 +    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject);
   1.719 +    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(normalArray), obj.ctx.STATIC_DRAW);
   1.720 +
   1.721 +    obj.texCoordObject = obj.ctx.createBuffer();
   1.722 +    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject);
   1.723 +    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(textureArray), obj.ctx.STATIC_DRAW);
   1.724 +
   1.725 +    obj.vertexObject = obj.ctx.createBuffer();
   1.726 +    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject);
   1.727 +    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(vertexArray), obj.ctx.STATIC_DRAW);
   1.728 +
   1.729 +    obj.numIndices = indexArray.length;
   1.730 +    obj.indexObject = obj.ctx.createBuffer();
   1.731 +    obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
   1.732 +    obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray), obj.ctx.STREAM_DRAW);
   1.733 +
   1.734 +    obj.loaded = true;
   1.735 +}
   1.736 +
   1.737 +//
   1.738 +// loadImageTexture
   1.739 +//
   1.740 +// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture.
   1.741 +//
   1.742 +function loadImageTexture(ctx, url)
   1.743 +{
   1.744 +    var texture = ctx.createTexture();
   1.745 +    texture.image = new Image();
   1.746 +    texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) }
   1.747 +    texture.image.src = url;
   1.748 +    return texture;
   1.749 +}
   1.750 +
   1.751 +function doLoadImageTexture(ctx, image, texture)
   1.752 +{
   1.753 +    ctx.enable(ctx.TEXTURE_2D);
   1.754 +    ctx.bindTexture(ctx.TEXTURE_2D, texture);
   1.755 +    ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
   1.756 +    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
   1.757 +    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR_MIPMAP_LINEAR);
   1.758 +    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
   1.759 +    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
   1.760 +    ctx.generateMipmap(ctx.TEXTURE_2D)
   1.761 +    ctx.bindTexture(ctx.TEXTURE_2D, 0);
   1.762 +}
   1.763 +
   1.764 +//
   1.765 +// Framerate object
   1.766 +//
   1.767 +// This object keeps track of framerate and displays it as the innerHTML text of the
   1.768 +// HTML element with the passed id. Once created you call snapshot at the end
   1.769 +// of every rendering cycle. Every 500ms the framerate is updated in the HTML element.
   1.770 +//
   1.771 +Framerate = function(id)
   1.772 +{
   1.773 +    this.numFramerates = 10;
   1.774 +    this.framerateUpdateInterval = 500;
   1.775 +    this.id = id;
   1.776 +
   1.777 +    this.renderTime = -1;
   1.778 +    this.framerates = [ ];
   1.779 +    self = this;
   1.780 +    var fr = function() { self.updateFramerate() }
   1.781 +    setInterval(fr, this.framerateUpdateInterval);
   1.782 +}
   1.783 +
   1.784 +Framerate.prototype.updateFramerate = function()
   1.785 +{
   1.786 +    var tot = 0;
   1.787 +    for (var i = 0; i < this.framerates.length; ++i)
   1.788 +        tot += this.framerates[i];
   1.789 +
   1.790 +    var framerate = tot / this.framerates.length;
   1.791 +    framerate = Math.round(framerate);
   1.792 +    document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps";
   1.793 +}
   1.794 +
   1.795 +Framerate.prototype.snapshot = function()
   1.796 +{
   1.797 +    if (this.renderTime < 0)
   1.798 +        this.renderTime = new Date().getTime();
   1.799 +    else {
   1.800 +        var newTime = new Date().getTime();
   1.801 +        var t = newTime - this.renderTime;
   1.802 +        var framerate = 1000/t;
   1.803 +        this.framerates.push(framerate);
   1.804 +        while (this.framerates.length > this.numFramerates)
   1.805 +            this.framerates.shift();
   1.806 +        this.renderTime = newTime;
   1.807 +    }
   1.808 +}

mercurial