blob: 2366cafe5b4da68d72e01f71733cd5cf5315b82f [file] [log] [blame]
/*
Utilities for the OpenGL ES 2.0 HTML Canvas context
*/
/*
** 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.
*/
function loadTexture(gl, elem, mipmaps) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elem);
if (mipmaps != false)
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
if (mipmaps)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
else
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
return tex;
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
throw(new Error("No shader element with id: "+id));
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3)
str += k.textContent;
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
throw(new Error("Unknown shader type "+shaderScript.type));
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) != 1) {
var ilog = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw(new Error("Failed to compile shader "+shaderScript.id + ", Shader info log: " + ilog));
}
return shader;
}
function loadShaderArray(gl, shaders) {
var id = gl.createProgram();
var shaderObjs = [];
for (var i=0; i<shaders.length; ++i) {
try {
var sh = getShader(gl, shaders[i]);
shaderObjs.push(sh);
gl.attachShader(id, sh);
} catch (e) {
var pr = {program: id, shaders: shaderObjs};
deleteShader(gl, pr);
throw (e);
}
}
var prog = {program: id, shaders: shaderObjs};
gl.linkProgram(id);
gl.validateProgram(id);
if (gl.getProgramParameter(id, gl.LINK_STATUS) != 1) {
deleteShader(gl,prog);
throw(new Error("Failed to link shader"));
}
if (gl.getProgramParameter(id, gl.VALIDATE_STATUS) != 1) {
deleteShader(gl,prog);
throw(new Error("Failed to validate shader"));
}
return prog;
}
function loadShader(gl) {
var sh = [];
for (var i=1; i<arguments.length; ++i)
sh.push(arguments[i]);
return loadShaderArray(gl, sh);
}
function deleteShader(gl, sh) {
gl.useProgram(null);
sh.shaders.forEach(function(s){
gl.detachShader(sh.program, s);
gl.deleteShader(s);
});
gl.deleteProgram(sh.program);
}
function getGLErrorAsString(ctx, err) {
if (err === ctx.NO_ERROR) {
return "NO_ERROR";
}
for (var name in ctx) {
if (ctx[name] === err) {
return name;
}
}
return err.toString();
}
function checkError(gl, msg) {
var e = gl.getError();
if (e != gl.NO_ERROR) {
log("Error " + getGLErrorAsString(gl, e) + " at " + msg);
}
return e;
}
function throwError(gl, msg) {
var e = gl.getError();
if (e != 0) {
throw(new Error("Error " + getGLErrorAsString(gl, e) + " at " + msg));
}
}
Math.cot = function(z) { return 1.0 / Math.tan(z); }
/*
Matrix utilities, using the OpenGL element order where
the last 4 elements are the translation column.
Uses flat arrays as matrices for performance.
Most operations have in-place variants to avoid allocating temporary matrices.
Naming logic:
Matrix.method operates on a 4x4 Matrix and returns a new Matrix.
Matrix.method3x3 operates on a 3x3 Matrix and returns a new Matrix. Not all operations have a 3x3 version (as 3x3 is usually only used for the normal matrix: Matrix.transpose3x3(Matrix.inverseTo3x3(mat4x4)))
Matrix.method[3x3]InPlace(args, target) stores its result in the target matrix.
Matrix.scale([sx, sy, sz]) -- non-uniform scale by vector
Matrix.scale1(s) -- uniform scale by scalar
Matrix.scale3(sx, sy, sz) -- non-uniform scale by scalars
Ditto for translate.
*/
Matrix = {
identity : [
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
],
newIdentity : function() {
return [
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
];
},
newIdentity3x3 : function() {
return [
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
];
},
copyMatrix : function(src, dst) {
for (var i=0; i<16; i++) dst[i] = src[i];
return dst;
},
to3x3 : function(m) {
return [
m[0], m[1], m[2],
m[4], m[5], m[6],
m[8], m[9], m[10]
];
},
// orthonormal matrix inverse
inverseON : function(m) {
var n = this.transpose4x4(m);
var t = [m[12], m[13], m[14]];
n[3] = n[7] = n[11] = 0;
n[12] = -Vec3.dot([n[0], n[4], n[8]], t);
n[13] = -Vec3.dot([n[1], n[5], n[9]], t);
n[14] = -Vec3.dot([n[2], n[6], n[10]], t);
return n;
},
inverseTo3x3 : function(m) {
return this.inverse4x4to3x3InPlace(m, this.newIdentity3x3());
},
inverseTo3x3InPlace : function(m,n) {
var a11 = m[10]*m[5]-m[6]*m[9],
a21 = -m[10]*m[1]+m[2]*m[9],
a31 = m[6]*m[1]-m[2]*m[5],
a12 = -m[10]*m[4]+m[6]*m[8],
a22 = m[10]*m[0]-m[2]*m[8],
a32 = -m[6]*m[0]+m[2]*m[4],
a13 = m[9]*m[4]-m[5]*m[8],
a23 = -m[9]*m[0]+m[1]*m[8],
a33 = m[5]*m[0]-m[1]*m[4];
var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
if (det == 0) // no inverse
return [1,0,0,0,1,0,0,0,1];
var idet = 1 / det;
n[0] = idet*a11;
n[1] = idet*a21;
n[2] = idet*a31;
n[3] = idet*a12;
n[4] = idet*a22;
n[5] = idet*a32;
n[6] = idet*a13;
n[7] = idet*a23;
n[8] = idet*a33;
return n;
},
inverse3x3 : function(m) {
return this.inverse3x3InPlace(m, this.newIdentity3x3());
},
inverse3x3InPlace : function(m,n) {
var a11 = m[8]*m[4]-m[5]*m[7],
a21 = -m[8]*m[1]+m[2]*m[7],
a31 = m[5]*m[1]-m[2]*m[4],
a12 = -m[8]*m[3]+m[5]*m[6],
a22 = m[8]*m[0]-m[2]*m[6],
a32 = -m[5]*m[0]+m[2]*m[3],
a13 = m[7]*m[4]-m[4]*m[8],
a23 = -m[7]*m[0]+m[1]*m[6],
a33 = m[4]*m[0]-m[1]*m[3];
var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
if (det == 0) // no inverse
return [1,0,0,0,1,0,0,0,1];
var idet = 1 / det;
n[0] = idet*a11;
n[1] = idet*a21;
n[2] = idet*a31;
n[3] = idet*a12;
n[4] = idet*a22;
n[5] = idet*a32;
n[6] = idet*a13;
n[7] = idet*a23;
n[8] = idet*a33;
return n;
},
frustum : function (left, right, bottom, top, znear, zfar) {
var X = 2*znear/(right-left);
var Y = 2*znear/(top-bottom);
var A = (right+left)/(right-left);
var B = (top+bottom)/(top-bottom);
var C = -(zfar+znear)/(zfar-znear);
var D = -2*zfar*znear/(zfar-znear);
return [
X, 0, 0, 0,
0, Y, 0, 0,
A, B, C, -1,
0, 0, D, 0
];
},
perspective : function (fovy, aspect, znear, zfar) {
var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
var ymin = -ymax;
var xmin = ymin * aspect;
var xmax = ymax * aspect;
return this.frustum(xmin, xmax, ymin, ymax, znear, zfar);
},
mul4x4 : function (a,b) {
return this.mul4x4InPlace(a,b,this.newIdentity());
},
mul4x4InPlace : function (a, b, c) {
c[0] = b[0] * a[0] +
b[0+1] * a[4] +
b[0+2] * a[8] +
b[0+3] * a[12];
c[0+1] = b[0] * a[1] +
b[0+1] * a[5] +
b[0+2] * a[9] +
b[0+3] * a[13];
c[0+2] = b[0] * a[2] +
b[0+1] * a[6] +
b[0+2] * a[10] +
b[0+3] * a[14];
c[0+3] = b[0] * a[3] +
b[0+1] * a[7] +
b[0+2] * a[11] +
b[0+3] * a[15];
c[4] = b[4] * a[0] +
b[4+1] * a[4] +
b[4+2] * a[8] +
b[4+3] * a[12];
c[4+1] = b[4] * a[1] +
b[4+1] * a[5] +
b[4+2] * a[9] +
b[4+3] * a[13];
c[4+2] = b[4] * a[2] +
b[4+1] * a[6] +
b[4+2] * a[10] +
b[4+3] * a[14];
c[4+3] = b[4] * a[3] +
b[4+1] * a[7] +
b[4+2] * a[11] +
b[4+3] * a[15];
c[8] = b[8] * a[0] +
b[8+1] * a[4] +
b[8+2] * a[8] +
b[8+3] * a[12];
c[8+1] = b[8] * a[1] +
b[8+1] * a[5] +
b[8+2] * a[9] +
b[8+3] * a[13];
c[8+2] = b[8] * a[2] +
b[8+1] * a[6] +
b[8+2] * a[10] +
b[8+3] * a[14];
c[8+3] = b[8] * a[3] +
b[8+1] * a[7] +
b[8+2] * a[11] +
b[8+3] * a[15];
c[12] = b[12] * a[0] +
b[12+1] * a[4] +
b[12+2] * a[8] +
b[12+3] * a[12];
c[12+1] = b[12] * a[1] +
b[12+1] * a[5] +
b[12+2] * a[9] +
b[12+3] * a[13];
c[12+2] = b[12] * a[2] +
b[12+1] * a[6] +
b[12+2] * a[10] +
b[12+3] * a[14];
c[12+3] = b[12] * a[3] +
b[12+1] * a[7] +
b[12+2] * a[11] +
b[12+3] * a[15];
return c;
},
mulv4 : function (a, v) {
c = new Array(4);
for (var i=0; i<4; ++i) {
var x = 0;
for (var k=0; k<4; ++k)
x += v[k] * a[k*4+i];
c[i] = x;
}
return c;
},
rotate : function (angle, axis) {
axis = Vec3.normalize(axis);
var x=axis[0], y=axis[1], z=axis[2];
var c = Math.cos(angle);
var c1 = 1-c;
var s = Math.sin(angle);
return [
x*x*c1+c, y*x*c1+z*s, z*x*c1-y*s, 0,
x*y*c1-z*s, y*y*c1+c, y*z*c1+x*s, 0,
x*z*c1+y*s, y*z*c1-x*s, z*z*c1+c, 0,
0,0,0,1
];
},
rotateInPlace : function(angle, axis, m) {
axis = Vec3.normalize(axis);
var x=axis[0], y=axis[1], z=axis[2];
var c = Math.cos(angle);
var c1 = 1-c;
var s = Math.sin(angle);
var tmpMatrix = this.tmpMatrix;
var tmpMatrix2 = this.tmpMatrix2;
tmpMatrix[0] = x*x*c1+c; tmpMatrix[1] = y*x*c1+z*s; tmpMatrix[2] = z*x*c1-y*s; tmpMatrix[3] = 0;
tmpMatrix[4] = x*y*c1-z*s; tmpMatrix[5] = y*y*c1+c; tmpMatrix[6] = y*z*c1+x*s; tmpMatrix[7] = 0;
tmpMatrix[8] = x*z*c1+y*s; tmpMatrix[9] = y*z*c1-x*s; tmpMatrix[10] = z*z*c1+c; tmpMatrix[11] = 0;
tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
this.copyMatrix(m, tmpMatrix2);
return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
},
scale : function(v) {
return [
v[0], 0, 0, 0,
0, v[1], 0, 0,
0, 0, v[2], 0,
0, 0, 0, 1
];
},
scale3 : function(x,y,z) {
return [
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
];
},
scale1 : function(s) {
return [
s, 0, 0, 0,
0, s, 0, 0,
0, 0, s, 0,
0, 0, 0, 1
];
},
scale3InPlace : function(x, y, z, m) {
var tmpMatrix = this.tmpMatrix;
var tmpMatrix2 = this.tmpMatrix2;
tmpMatrix[0] = x; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
tmpMatrix[4] = 0; tmpMatrix[5] = y; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = z; tmpMatrix[11] = 0;
tmpMatrix[12] = 0; tmpMatrix[13] = 0; tmpMatrix[14] = 0; tmpMatrix[15] = 1;
this.copyMatrix(m, tmpMatrix2);
return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
},
scale1InPlace : function(s, m) { return this.scale3InPlace(s, s, s, m); },
scaleInPlace : function(s, m) { return this.scale3InPlace(s[0],s[1],s[2],m); },
translate3 : function(x,y,z) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
];
},
translate : function(v) {
return this.translate3(v[0], v[1], v[2]);
},
tmpMatrix : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
tmpMatrix2 : [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0],
translate3InPlace : function(x,y,z,m) {
var tmpMatrix = this.tmpMatrix;
var tmpMatrix2 = this.tmpMatrix2;
tmpMatrix[0] = 1; tmpMatrix[1] = 0; tmpMatrix[2] = 0; tmpMatrix[3] = 0;
tmpMatrix[4] = 0; tmpMatrix[5] = 1; tmpMatrix[6] = 0; tmpMatrix[7] = 0;
tmpMatrix[8] = 0; tmpMatrix[9] = 0; tmpMatrix[10] = 1; tmpMatrix[11] = 0;
tmpMatrix[12] = x; tmpMatrix[13] = y; tmpMatrix[14] = z; tmpMatrix[15] = 1;
this.copyMatrix(m, tmpMatrix2);
return this.mul4x4InPlace(tmpMatrix2, tmpMatrix, m);
},
translateInPlace : function(v,m){ return this.translate3InPlace(v[0], v[1], v[2], m); },
lookAt : function (eye, center, up) {
var z = Vec3.direction(eye, center);
var x = Vec3.normalizeInPlace(Vec3.cross(up, z));
var y = Vec3.normalizeInPlace(Vec3.cross(z, x));
var m = [
x[0], y[0], z[0], 0,
x[1], y[1], z[1], 0,
x[2], y[2], z[2], 0,
0, 0, 0, 1
];
var t = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
-eye[0], -eye[1], -eye[2], 1
];
return this.mul4x4(m,t);
},
transpose4x4 : function(m) {
return [
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]
];
},
transpose4x4InPlace : function(m) {
var tmp = 0.0;
tmp = m[1]; m[1] = m[4]; m[4] = tmp;
tmp = m[2]; m[2] = m[8]; m[8] = tmp;
tmp = m[3]; m[3] = m[12]; m[12] = tmp;
tmp = m[6]; m[6] = m[9]; m[9] = tmp;
tmp = m[7]; m[7] = m[13]; m[13] = tmp;
tmp = m[11]; m[11] = m[14]; m[14] = tmp;
return m;
},
transpose3x3 : function(m) {
return [
m[0], m[3], m[6],
m[1], m[4], m[7],
m[2], m[5], m[8]
];
},
transpose3x3InPlace : function(m) {
var tmp = 0.0;
tmp = m[1]; m[1] = m[3]; m[3] = tmp;
tmp = m[2]; m[2] = m[6]; m[6] = tmp;
tmp = m[5]; m[5] = m[7]; m[7] = tmp;
return m;
},
}
Vec3 = {
make : function() { return [0,0,0]; },
copy : function(v) { return [v[0],v[1],v[2]]; },
add : function (u,v) {
return [u[0]+v[0], u[1]+v[1], u[2]+v[2]];
},
sub : function (u,v) {
return [u[0]-v[0], u[1]-v[1], u[2]-v[2]];
},
negate : function (u) {
return [-u[0], -u[1], -u[2]];
},
direction : function (u,v) {
return this.normalizeInPlace(this.sub(u,v));
},
normalizeInPlace : function(v) {
var imag = 1.0 / Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] *= imag; v[1] *= imag; v[2] *= imag;
return v;
},
normalize : function(v) {
return this.normalizeInPlace(this.copy(v));
},
scale : function(f, v) {
return [f*v[0], f*v[1], f*v[2]];
},
dot : function(u,v) {
return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
},
inner : function(u,v) {
return [u[0]*v[0], u[1]*v[1], u[2]*v[2]];
},
cross : function(u,v) {
return [
u[1]*v[2] - u[2]*v[1],
u[2]*v[0] - u[0]*v[2],
u[0]*v[1] - u[1]*v[0]
];
}
}
Shader = function(gl){
this.gl = gl;
this.shaders = [];
this.uniformLocations = {};
this.attribLocations = {};
for (var i=1; i<arguments.length; i++) {
this.shaders.push(arguments[i]);
}
}
Shader.prototype = {
id : null,
gl : null,
compiled : false,
shader : null,
shaders : [],
destroy : function() {
if (this.shader != null) deleteShader(this.gl, this.shader);
},
compile : function() {
this.shader = loadShaderArray(this.gl, this.shaders);
},
use : function() {
if (this.shader == null)
this.compile();
this.gl.useProgram(this.shader.program);
},
uniform1fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform1fv(loc, value);
},
uniform2fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform2fv(loc, value);
},
uniform3fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform3fv(loc, value);
},
uniform4fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform4fv(loc, value);
},
uniform1f : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform1f(loc, value);
},
uniform2f : function(name, v1,v2) {
var loc = this.uniform(name);
this.gl.uniform2f(loc, v1,v2);
},
uniform3f : function(name, v1,v2,v3) {
var loc = this.uniform(name);
this.gl.uniform3f(loc, v1,v2,v3);
},
uniform4f : function(name, v1,v2,v3,v4) {
var loc = this.uniform(name);
this.gl.uniform4f(loc, v1, v2, v3, v4);
},
uniform1iv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform1iv(loc, value);
},
uniform2iv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform2iv(loc, value);
},
uniform3iv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform3iv(loc, value);
},
uniform4iv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform4iv(loc, value);
},
uniform1i : function(name, value) {
var loc = this.uniform(name);
this.gl.uniform1i(loc, value);
},
uniform2i : function(name, v1,v2) {
var loc = this.uniform(name);
this.gl.uniform2i(loc, v1,v2);
},
uniform3i : function(name, v1,v2,v3) {
var loc = this.uniform(name);
this.gl.uniform3i(loc, v1,v2,v3);
},
uniform4i : function(name, v1,v2,v3,v4) {
var loc = this.uniform(name);
this.gl.uniform4i(loc, v1, v2, v3, v4);
},
uniformMatrix4fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniformMatrix4fv(loc, false, value);
},
uniformMatrix3fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniformMatrix3fv(loc, false, value);
},
uniformMatrix2fv : function(name, value) {
var loc = this.uniform(name);
this.gl.uniformMatrix2fv(loc, false, value);
},
attrib : function(name) {
if (this.attribLocations[name] == null) {
var loc = this.gl.getAttribLocation(this.shader.program, name);
this.attribLocations[name] = loc;
}
return this.attribLocations[name];
},
uniform : function(name) {
if (this.uniformLocations[name] == null) {
var loc = this.gl.getUniformLocation(this.shader.program, name);
this.uniformLocations[name] = loc;
}
return this.uniformLocations[name];
}
}
Filter = function(gl, shader) {
Shader.apply(this, arguments);
}
Filter.prototype = new Shader();
Filter.prototype.apply = function(init) {
this.use();
var va = this.attrib("Vertex");
var ta = this.attrib("Tex");
var vbo = Quad.getCachedVBO(this.gl);
if (init) init(this);
vbo.draw(va, null, ta);
}
VBO = function(gl) {
this.gl = gl;
this.data = [];
this.elementsVBO = null;
for (var i=1; i<arguments.length; i++) {
if (arguments[i].elements)
this.elements = arguments[i];
else
this.data.push(arguments[i]);
}
}
VBO.prototype = {
initialized : false,
length : 0,
vbos : null,
type : 'TRIANGLES',
elementsVBO : null,
elements : null,
setData : function() {
this.destroy();
this.data = [];
for (var i=0; i<arguments.length; i++) {
if (arguments[i].elements)
this.elements = arguments[i];
else
this.data.push(arguments[i]);
}
},
destroy : function() {
if (this.vbos != null)
for (var i=0; i<this.vbos.length; i++)
this.gl.deleteBuffer(this.vbos[i]);
if (this.elementsVBO != null)
this.gl.deleteBuffer(this.elementsVBO);
this.length = this.elementsLength = 0;
this.vbos = this.elementsVBO = null;
this.initialized = false;
},
init : function() {
this.destroy();
var gl = this.gl;
gl.getError();
var vbos = [];
var length = 0;
for (var i=0; i<this.data.length; i++)
vbos.push(gl.createBuffer());
if (this.elements != null)
this.elementsVBO = gl.createBuffer();
try {
throwError(gl, "genBuffers");
for (var i = 0; i<this.data.length; i++) {
var d = this.data[i];
var dlen = Math.floor(d.data.length / d.size);
if (i == 0 || dlen < length)
length = dlen;
if (!d.floatArray)
d.floatArray = new Float32Array(d.data);
gl.bindBuffer(gl.ARRAY_BUFFER, vbos[i]);
throwError(gl, "bindBuffer");
gl.bufferData(gl.ARRAY_BUFFER, d.floatArray, gl.STATIC_DRAW);
throwError(gl, "bufferData");
}
if (this.elementsVBO != null) {
var d = this.elements;
this.elementsLength = d.data.length;
this.elementsType = d.type == gl.UNSIGNED_BYTE ? d.type : gl.UNSIGNED_SHORT;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
throwError(gl, "bindBuffer ELEMENT_ARRAY_BUFFER");
if (this.elementsType == gl.UNSIGNED_SHORT && !d.ushortArray) {
d.ushortArray = new Uint16Array(d.data);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ushortArray, gl.STATIC_DRAW);
} else if (this.elementsType == gl.UNSIGNED_BYTE && !d.ubyteArray) {
d.ubyteArray = new Uint8Array(d.data);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, d.ubyteArray, gl.STATIC_DRAW);
}
throwError(gl, "bufferData ELEMENT_ARRAY_BUFFER");
}
} catch(e) {
for (var i=0; i<vbos.length; i++)
gl.deleteBuffer(vbos[i]);
throw(e);
}
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
this.length = length;
this.vbos = vbos;
this.initialized = true;
},
use : function() {
if (!this.initialized) this.init();
var gl = this.gl;
for (var i=0; i<arguments.length; i++) {
if (arguments[i] == null) continue;
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos[i]);
gl.vertexAttribPointer(arguments[i], this.data[i].size, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(arguments[i]);
}
if (this.elementsVBO != null) {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.elementsVBO);
}
},
draw : function() {
var args = [];
this.use.apply(this, arguments);
var gl = this.gl;
if (this.elementsVBO != null) {
gl.drawElements(gl[this.type], this.elementsLength, this.elementsType, 0);
} else {
gl.drawArrays(gl[this.type], 0, this.length);
}
}
}
FBO = function(gl, width, height, use_depth) {
this.gl = gl;
this.width = width;
this.height = height;
if (use_depth != null)
this.useDepth = use_depth;
}
FBO.prototype = {
initialized : false,
useDepth : true,
fbo : null,
rbo : null,
texture : null,
destroy : function() {
if (this.fbo) this.gl.deleteFramebuffer(this.fbo);
if (this.rbo) this.gl.deleteRenderbuffer(this.rbo);
if (this.texture) this.gl.deleteTexture(this.texture);
},
init : function() {
var gl = this.gl;
var w = this.width, h = this.height;
var fbo = this.fbo != null ? this.fbo : gl.createFramebuffer();
var rb;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
checkError(gl, "FBO.init bindFramebuffer");
if (this.useDepth) {
rb = this.rbo != null ? this.rbo : gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
checkError(gl, "FBO.init bindRenderbuffer");
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
checkError(gl, "FBO.init renderbufferStorage");
}
var tex = this.texture != null ? this.texture : gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
try {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
} catch (e) { // argh, no null texture support
var tmp = this.getTempCanvas(w,h);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmp);
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
checkError(gl, "FBO.init tex");
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
checkError(gl, "FBO.init bind tex");
if (this.useDepth) {
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
checkError(gl, "FBO.init bind depth buffer");
}
var fbstat = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (fbstat != gl.FRAMEBUFFER_COMPLETE) {
var glv;
for (var v in gl) {
try { glv = gl[v]; } catch (e) { glv = null; }
if (glv == fbstat) { fbstat = v; break; }}
log("Framebuffer status: " + fbstat);
}
checkError(gl, "FBO.init check fbo");
this.fbo = fbo;
this.rbo = rb;
this.texture = tex;
this.initialized = true;
},
getTempCanvas : function(w, h) {
if (!FBO.tempCanvas) {
FBO.tempCanvas = document.createElement('canvas');
}
FBO.tempCanvas.width = w;
FBO.tempCanvas.height = h;
return FBO.tempCanvas;
},
use : function() {
if (!this.initialized) this.init();
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.fbo);
}
}
function GLError(err, msg, fileName, lineNumber) {
this.message = msg;
this.glError = err;
}
GLError.prototype = new Error();
function makeGLErrorWrapper(gl, fname) {
return (function() {
try {
var rv = gl[fname].apply(gl, arguments);
var err = gl.getError();
if (err != gl.NO_ERROR) {
throw(new GLError(
err, "GL error "+getGLErrorAsString(gl, err)+" in "+fname));
}
return rv;
} catch (e) {
if (e.glError !== undefined) {
throw e;
}
throw(new Error("Threw " + e.name +
" in " + fname + "\n" +
e.message + "\n" +
arguments.callee.caller));
}
});
}
function wrapGLContext(gl) {
var wrap = {};
for (var i in gl) {
try {
if (typeof gl[i] == 'function') {
wrap[i] = makeGLErrorWrapper(gl, i);
} else {
wrap[i] = gl[i];
}
} catch (e) {
// log("wrapGLContext: Error accessing " + i);
}
}
wrap.getError = function(){ return gl.getError(); };
return wrap;
}
function getGLContext(canvas) {
return canvas.getContext(GL_CONTEXT_ID, {antialias: false});
}
// Assert that f generates a specific GL error.
function assertGLError(gl, err, name, f) {
if (f == null) { f = name; name = null; }
var r = false;
var glErr = 0;
try { f(); } catch(e) { r=true; glErr = e.glError; }
if (glErr !== err) {
if (glErr === undefined) {
testFailed("assertGLError: UNEXPECTED EXCEPTION", name, f);
} else {
testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
" actual: " + getGLErrorAsString(gl, glErr), name, f);
}
return false;
}
return true;
}
// Assert that f generates some GL error. Used in situations where it's
// ambigious which of multiple possible errors will be generated.
function assertSomeGLError(gl, name, f) {
if (f == null) { f = name; name = null; }
var r = false;
var glErr = 0;
var err = 0;
try { f(); } catch(e) { r=true; glErr = e.glError; }
if (glErr === 0) {
if (glErr === undefined) {
testFailed("assertGLError: UNEXPECTED EXCEPTION", name, f);
} else {
testFailed("assertGLError: expected: " + getGLErrorAsString(gl, err) +
" actual: " + getGLErrorAsString(gl, glErr), name, f);
}
return false;
}
return true;
}
// Assert that f throws an exception but does not generate a GL error.
function assertThrowNoGLError(gl, name, f) {
if (f == null) { f = name; name = null; }
var r = false;
var glErr = undefined;
var exp;
try { f(); } catch(e) { r=true; glErr = e.glError; exp = e;}
if (!r) {
testFailed(
"assertThrowNoGLError: should have thrown exception", name, f);
return false;
} else {
if (glErr !== undefined) {
testFailed(
"assertThrowNoGLError: should be no GL error but generated: " +
getGLErrorAsString(gl, glErr), name, f);
return false;
}
}
testPassed("assertThrowNoGLError", name, f);
return true;
}
Quad = {
vertices : [
-1,-1,0,
1,-1,0,
-1,1,0,
1,-1,0,
1,1,0,
-1,1,0
],
normals : [
0,0,-1,
0,0,-1,
0,0,-1,
0,0,-1,
0,0,-1,
0,0,-1
],
texcoords : [
0,0,
1,0,
0,1,
1,0,
1,1,
0,1
],
indices : [0,1,2,1,5,2],
makeVBO : function(gl) {
return new VBO(gl,
{size:3, data: Quad.vertices},
{size:3, data: Quad.normals},
{size:2, data: Quad.texcoords}
)
},
cache: {},
getCachedVBO : function(gl) {
if (!this.cache[gl])
this.cache[gl] = this.makeVBO(gl);
return this.cache[gl];
}
}
Cube = {
vertices : [ 0.5, -0.5, 0.5, // +X
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, 0.5, 0.5, // +Y
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5, // +Z
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5, // -X
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5, // -Y
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, -0.5, // -Z
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
],
normals : [ 1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
0,-1, 0,
0,-1, 0,
0,-1, 0,
0,-1, 0,
0, 0,-1,
0, 0,-1,
0, 0,-1,
0, 0,-1
],
indices : [],
create : function(){
for (var i = 0; i < 6; i++) {
Cube.indices.push(i*4 + 0);
Cube.indices.push(i*4 + 1);
Cube.indices.push(i*4 + 3);
Cube.indices.push(i*4 + 1);
Cube.indices.push(i*4 + 2);
Cube.indices.push(i*4 + 3);
}
},
makeVBO : function(gl) {
return new VBO(gl,
{size:3, data: Cube.vertices},
{size:3, data: Cube.normals},
{elements: true, data: Cube.indices}
)
},
cache : {},
getCachedVBO : function(gl) {
if (!this.cache[gl])
this.cache[gl] = this.makeVBO(gl);
return this.cache[gl];
}
}
Cube.create();
Sphere = {
vertices : [],
normals : [],
indices : [],
create : function(){
var r = 0.75;
function vert(theta, phi)
{
var r = 0.75;
var x, y, z, nx, ny, nz;
nx = Math.sin(theta) * Math.cos(phi);
ny = Math.sin(phi);
nz = Math.cos(theta) * Math.cos(phi);
Sphere.normals.push(nx);
Sphere.normals.push(ny);
Sphere.normals.push(nz);
x = r * Math.sin(theta) * Math.cos(phi);
y = r * Math.sin(phi);
z = r * Math.cos(theta) * Math.cos(phi);
Sphere.vertices.push(x);
Sphere.vertices.push(y);
Sphere.vertices.push(z);
}
for (var phi = -Math.PI/2; phi < Math.PI/2; phi += Math.PI/20) {
var phi2 = phi + Math.PI/20;
for (var theta = -Math.PI/2; theta <= Math.PI/2; theta += Math.PI/20) {
vert(theta, phi);
vert(theta, phi2);
}
}
}
}
Sphere.create();
initGL_CONTEXT_ID = function(){
var c = document.createElement('canvas');
var contextNames = ['webgl', 'experimental-webgl'];
GL_CONTEXT_ID = null;
for (var i=0; i<contextNames.length; i++) {
try {
if (c.getContext(contextNames[i])) {
GL_CONTEXT_ID = contextNames[i];
break;
}
} catch (e) {
}
}
if (!GL_CONTEXT_ID) {
log("No WebGL context found. Unable to run tests.");
}
}
initGL_CONTEXT_ID();