| /* |
| 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(); |