summaryrefslogtreecommitdiffstats
path: root/WebCore/manual-tests/webgl/resources/utils3d.js
diff options
context:
space:
mode:
Diffstat (limited to 'WebCore/manual-tests/webgl/resources/utils3d.js')
-rw-r--r--WebCore/manual-tests/webgl/resources/utils3d.js59
1 files changed, 29 insertions, 30 deletions
diff --git a/WebCore/manual-tests/webgl/resources/utils3d.js b/WebCore/manual-tests/webgl/resources/utils3d.js
index 0ffd7c4..58f520f 100644
--- a/WebCore/manual-tests/webgl/resources/utils3d.js
+++ b/WebCore/manual-tests/webgl/resources/utils3d.js
@@ -2,7 +2,7 @@
// initWebGL
//
// Initialize the Canvas element with the passed name as a WebGL object and return the
-// CanvasRenderingContext3D.
+// WebGLRenderingContext.
//
// Load shaders with the passed names and create a program with them. Return this program
// in the 'program' property of the returned context.
@@ -43,7 +43,7 @@ function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth
gl.linkProgram(gl.program);
// Check the link status
- var linked = gl.getProgrami(gl.program, gl.LINK_STATUS);
+ var linked = gl.getProgramParameter(gl.program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var error = gl.getProgramInfoLog (gl.program);
@@ -72,7 +72,7 @@ function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth
// loadShader
//
// 'shaderId' is the id of a <script> element containing the shader source string.
-// Load this shader and return the CanvasShader object corresponding to it.
+// Load this shader and return the WebGLShader object corresponding to it.
//
function loadShader(ctx, shaderId)
{
@@ -105,7 +105,7 @@ function loadShader(ctx, shaderId)
ctx.compileShader(shader);
// Check the compile status
- var compiled = ctx.getShaderi(shader, ctx.COMPILE_STATUS);
+ var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var error = ctx.getShaderInfoLog(shader);
@@ -123,10 +123,10 @@ function loadShader(ctx, shaderId)
// Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array.
// Return an object with the following properties:
//
-// normalObject CanvasBuffer object for normals
-// texCoordObject CanvasBuffer object for texCoords
-// vertexObject CanvasBuffer object for vertices
-// indexObject CanvasBuffer object for indices
+// normalObject WebGLBuffer object for normals
+// texCoordObject WebGLBuffer object for texCoords
+// vertexObject WebGLBuffer object for vertices
+// indexObject WebGLBuffer object for indices
// numIndices The number of indices in the indexObject
//
function makeBox(ctx)
@@ -141,7 +141,7 @@ function makeBox(ctx)
// v2------v3
//
// vertex coords array
- var vertices = new CanvasFloatArray(
+ var vertices = new WebGLFloatArray(
[ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0-v1-v2-v3 front
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0-v3-v4-v5 right
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0-v5-v6-v1 top
@@ -151,7 +151,7 @@ function makeBox(ctx)
);
// normal array
- var normals = new CanvasFloatArray(
+ var normals = new WebGLFloatArray(
[ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top
@@ -162,7 +162,7 @@ function makeBox(ctx)
// texCoord array
- var texCoords = new CanvasFloatArray(
+ var texCoords = new WebGLFloatArray(
[ 1, 1, 0, 1, 0, 0, 1, 0, // v0-v1-v2-v3 front
0, 1, 0, 0, 1, 0, 1, 1, // v0-v3-v4-v5 right
1, 0, 1, 1, 0, 1, 0, 0, // v0-v5-v6-v1 top
@@ -172,7 +172,7 @@ function makeBox(ctx)
);
// index array
- var indices = new CanvasUnsignedByteArray(
+ var indices = new WebGLUnsignedByteArray(
[ 0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // top
@@ -214,10 +214,10 @@ function makeBox(ctx)
// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array.
// Return an object with the following properties:
//
-// normalObject CanvasBuffer object for normals
-// texCoordObject CanvasBuffer object for texCoords
-// vertexObject CanvasBuffer object for vertices
-// indexObject CanvasBuffer object for indices
+// normalObject WebGLBuffer object for normals
+// texCoordObject WebGLBuffer object for texCoords
+// vertexObject WebGLBuffer object for vertices
+// indexObject WebGLBuffer object for indices
// numIndices The number of indices in the indexObject
//
function makeSphere(ctx, radius, lats, longs)
@@ -272,20 +272,20 @@ function makeSphere(ctx, radius, lats, longs)
retval.normalObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, new CanvasFloatArray(normalData), ctx.STATIC_DRAW);
+ ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(normalData), ctx.STATIC_DRAW);
retval.texCoordObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, new CanvasFloatArray(texCoordData), ctx.STATIC_DRAW);
+ ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(texCoordData), ctx.STATIC_DRAW);
retval.vertexObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, new CanvasFloatArray(geometryData), ctx.STATIC_DRAW);
+ ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(geometryData), ctx.STATIC_DRAW);
retval.numIndices = indexData.length;
retval.indexObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
- ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new CanvasUnsignedShortArray(indexData), ctx.STREAM_DRAW);
+ ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), ctx.STREAM_DRAW);
return retval;
}
@@ -297,10 +297,10 @@ function makeSphere(ctx, radius, lats, longs)
// When the object load is complete, the 'loaded' property becomes true and the following
// properties are set:
//
-// normalObject CanvasBuffer object for normals
-// texCoordObject CanvasBuffer object for texCoords
-// vertexObject CanvasBuffer object for vertices
-// indexObject CanvasBuffer object for indices
+// normalObject WebGLBuffer object for normals
+// texCoordObject WebGLBuffer object for texCoords
+// vertexObject WebGLBuffer object for vertices
+// indexObject WebGLBuffer object for indices
// numIndices The number of indices in the indexObject
//
function loadObj(ctx, url)
@@ -438,20 +438,20 @@ function doLoadObj(obj, text)
// set the VBOs
obj.normalObject = obj.ctx.createBuffer();
obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject);
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new CanvasFloatArray(normalArray), obj.ctx.STATIC_DRAW);
+ obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(normalArray), obj.ctx.STATIC_DRAW);
obj.texCoordObject = obj.ctx.createBuffer();
obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject);
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new CanvasFloatArray(textureArray), obj.ctx.STATIC_DRAW);
+ obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(textureArray), obj.ctx.STATIC_DRAW);
obj.vertexObject = obj.ctx.createBuffer();
obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject);
- obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new CanvasFloatArray(vertexArray), obj.ctx.STATIC_DRAW);
+ obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(vertexArray), obj.ctx.STATIC_DRAW);
obj.numIndices = indexArray.length;
obj.indexObject = obj.ctx.createBuffer();
obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
- obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new CanvasUnsignedShortArray(indexArray), obj.ctx.STREAM_DRAW);
+ obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexArray), obj.ctx.STREAM_DRAW);
obj.loaded = true;
}
@@ -459,7 +459,7 @@ function doLoadObj(obj, text)
//
// loadImageTexture
//
-// Load the image at the passed url, place it in a new CanvasTexture object and return the CanvasTexture.
+// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture.
//
function loadImageTexture(ctx, url)
{
@@ -528,4 +528,3 @@ Framerate.prototype.snapshot = function()
this.renderTime = newTime;
}
}
-