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-rw-r--r--WebCore/manual-tests/webgl/resources/utils3d.js530
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diff --git a/WebCore/manual-tests/webgl/resources/utils3d.js b/WebCore/manual-tests/webgl/resources/utils3d.js
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-//
-// initWebGL
-//
-// Initialize the Canvas element with the passed name as a WebGL object and return the
-// WebGLRenderingContext.
-//
-// Load shaders with the passed names and create a program with them. Return this program
-// in the 'program' property of the returned context.
-//
-// For each string in the passed attribs array, bind an attrib with that name at that index.
-// Once the attribs are bound, link the program and then use it.
-//
-// Set the clear color to the passed array (4 values) and set the clear depth to the passed value.
-// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
-//
-function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth)
-{
- var canvas = document.getElementById(canvasName);
- var gl = canvas.getContext("webkit-3d");
-
- // create our shaders
- var vertexShader = loadShader(gl, vshader);
- var fragmentShader = loadShader(gl, fshader);
-
- if (!vertexShader || !fragmentShader)
- return null;
-
- // Create the program object
- gl.program = gl.createProgram();
-
- if (!gl.program)
- return null;
-
- // Attach our two shaders to the program
- gl.attachShader (gl.program, vertexShader);
- gl.attachShader (gl.program, fragmentShader);
-
- // Bind attributes
- for (var i in attribs)
- gl.bindAttribLocation (gl.program, i, attribs[i]);
-
- // Link the program
- gl.linkProgram(gl.program);
-
- // Check the 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);
- console.log("Error in program linking:"+error);
-
- gl.deleteProgram(gl.program);
- gl.deleteProgram(fragmentShader);
- gl.deleteProgram(vertexShader);
-
- return null;
- }
-
- gl.useProgram(gl.program);
-
- gl.clearColor (clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
- gl.clearDepth (clearDepth);
-
- gl.enable(gl.DEPTH_TEST);
- gl.enable(gl.BLEND);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
-
- return gl;
-}
-
-//
-// loadShader
-//
-// 'shaderId' is the id of a <script> element containing the shader source string.
-// Load this shader and return the WebGLShader object corresponding to it.
-//
-function loadShader(ctx, shaderId)
-{
- var shaderScript = document.getElementById(shaderId);
- if (!shaderScript) {
- console.log("*** Error: shader script '"+shaderId+"' not found");
- return null;
- }
-
- if (shaderScript.type == "x-shader/x-vertex")
- var shaderType = ctx.VERTEX_SHADER;
- else if (shaderScript.type == "x-shader/x-fragment")
- var shaderType = ctx.FRAGMENT_SHADER;
- else {
- console.log("*** Error: shader script '"+shaderId+"' of undefined type '"+shaderScript.type+"'");
- return null;
- }
-
- // Create the shader object
- var shader = ctx.createShader(shaderType);
- if (shader == null) {
- console.log("*** Error: unable to create shader '"+shaderId+"'");
- return null;
- }
-
- // Load the shader source
- ctx.shaderSource(shader, shaderScript.text);
-
- // Compile the shader
- ctx.compileShader(shader);
-
- // Check the 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);
- console.log("*** Error compiling shader '"+shaderId+"':"+error);
- ctx.deleteShader(shader);
- return null;
- }
-
- return shader;
-}
-
-//
-// makeBox
-//
-// 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 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)
-{
- // box
- // v6----- v5
- // /| /|
- // v1------v0|
- // | | | |
- // | |v7---|-|v4
- // |/ |/
- // v2------v3
- //
- // vertex coords array
- 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
- -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1-v6-v7-v2 left
- -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7-v4-v3-v2 bottom
- 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 ] // v4-v7-v6-v5 back
- );
-
- // normal array
- 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
- -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left
- 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3-v2 bottom
- 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 ] // v4-v7-v6-v5 back
- );
-
-
- // texCoord array
- 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
- 1, 1, 0, 1, 0, 0, 1, 0, // v1-v6-v7-v2 left
- 0, 0, 1, 0, 1, 1, 0, 1, // v7-v4-v3-v2 bottom
- 0, 0, 1, 0, 1, 1, 0, 1 ] // v4-v7-v6-v5 back
- );
-
- // index array
- 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
- 12,13,14, 12,14,15, // left
- 16,17,18, 16,18,19, // bottom
- 20,21,22, 20,22,23 ] // back
- );
-
- var retval = { };
-
- retval.normalObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW);
-
- retval.texCoordObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW);
-
- retval.vertexObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
- ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW);
-
- ctx.bindBuffer(ctx.ARRAY_BUFFER, 0);
-
- retval.indexObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
- ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW);
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, 0);
-
- retval.numIndices = indices.length;
-
- return retval;
-}
-
-//
-// makeSphere
-//
-// Create a sphere with the passed number of latitude and longitude bands and the passed radius.
-// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array.
-// Return an object with the following properties:
-//
-// 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)
-{
- var geometryData = [ ];
- var normalData = [ ];
- var texCoordData = [ ];
- var indexData = [ ];
-
- for (var latNumber = 0; latNumber <= lats; ++latNumber) {
- for (var longNumber = 0; longNumber <= longs; ++longNumber) {
- var theta = latNumber * Math.PI / lats;
- var phi = longNumber * 2 * Math.PI / longs;
- var sinTheta = Math.sin(theta);
- var sinPhi = Math.sin(phi);
- var cosTheta = Math.cos(theta);
- var cosPhi = Math.cos(phi);
-
- var x = cosPhi * sinTheta;
- var y = cosTheta;
- var z = sinPhi * sinTheta;
- var u = 1-(longNumber/longs);
- var v = latNumber/lats;
-
- normalData.push(x);
- normalData.push(y);
- normalData.push(z);
- texCoordData.push(u);
- texCoordData.push(v);
- geometryData.push(radius * x);
- geometryData.push(radius * y);
- geometryData.push(radius * z);
- }
- }
-
- longs += 1;
- for (var latNumber = 0; latNumber < lats; ++latNumber) {
- for (var longNumber = 0; longNumber < longs; ++longNumber) {
- var first = (latNumber * longs) + (longNumber % longs);
- var second = first + longs;
- indexData.push(first);
- indexData.push(second);
- indexData.push(first+1);
-
- indexData.push(second);
- indexData.push(second+1);
- indexData.push(first+1);
- }
- }
-
- var retval = { };
-
- retval.normalObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
- 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 WebGLFloatArray(texCoordData), ctx.STATIC_DRAW);
-
- retval.vertexObject = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
- 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 WebGLUnsignedShortArray(indexData), ctx.STREAM_DRAW);
-
- return retval;
-}
-
-//
-// loadObj
-//
-// Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false.
-// When the object load is complete, the 'loaded' property becomes true and the following
-// properties are set:
-//
-// 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)
-{
- var obj = { loaded : false };
- obj.ctx = ctx;
- var req = new XMLHttpRequest();
- req.obj = obj;
- req.onreadystatechange = function () { processLoadObj(req) };
- req.open("GET", url, true);
- req.send(null);
- return obj;
-}
-
-function processLoadObj(req)
-{
- console.log("req="+req)
- // only if req shows "complete"
- if (req.readyState == 4) {
- doLoadObj(req.obj, req.responseText);
- }
-}
-
-function doLoadObj(obj, text)
-{
- vertexArray = [ ];
- normalArray = [ ];
- textureArray = [ ];
- indexArray = [ ];
-
- var vertex = [ ];
- var normal = [ ];
- var texture = [ ];
- var facemap = { };
- var index = 0;
-
- var lines = text.split("\n");
- for (var lineIndex in lines) {
- var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, "");
-
- // ignore comments
- if (line[0] == "#")
- continue;
-
- var array = line.split(" ");
- if (array[0] == "v") {
- // vertex
- vertex.push(parseFloat(array[1]));
- vertex.push(parseFloat(array[2]));
- vertex.push(parseFloat(array[3]));
- }
- else if (array[0] == "vt") {
- // normal
- texture.push(parseFloat(array[1]));
- texture.push(parseFloat(array[2]));
- }
- else if (array[0] == "vn") {
- // normal
- normal.push(parseFloat(array[1]));
- normal.push(parseFloat(array[2]));
- normal.push(parseFloat(array[3]));
- }
- else if (array[0] == "f") {
- // face
- if (array.length != 4) {
- console.log("*** Error: face '"+line+"' not handled");
- continue;
- }
-
- for (var i = 1; i < 4; ++i) {
- if (!(array[i] in facemap)) {
- // add a new entry to the map and arrays
- var f = array[i].split("/");
- var vtx, nor, tex;
-
- if (f.length == 1) {
- vtx = parseInt(f[0]) - 1;
- nor = vtx;
- tex = vtx;
- }
- else if (f.length = 3) {
- vtx = parseInt(f[0]) - 1;
- tex = parseInt(f[1]) - 1;
- nor = parseInt(f[2]) - 1;
- }
- else {
- console.log("*** Error: did not understand face '"+array[i]+"'");
- return null;
- }
-
- // do the vertices
- var x = 0;
- var y = 0;
- var z = 0;
- if (vtx * 3 + 2 < vertex.length) {
- x = vertex[vtx*3];
- y = vertex[vtx*3+1];
- z = vertex[vtx*3+2];
- }
- vertexArray.push(x);
- vertexArray.push(y);
- vertexArray.push(z);
-
- // do the textures
- x = 0;
- y = 0;
- if (tex * 2 + 1 < texture.length) {
- x = texture[tex*2];
- y = texture[tex*2+1];
- }
- textureArray.push(x);
- textureArray.push(y);
-
- // do the normals
- x = 0;
- y = 0;
- z = 1;
- if (nor * 3 + 2 < normal.length) {
- x = normal[nor*3];
- y = normal[nor*3+1];
- z = normal[nor*3+2];
- }
- normalArray.push(x);
- normalArray.push(y);
- normalArray.push(z);
-
- facemap[array[i]] = index++;
- }
-
- indexArray.push(facemap[array[i]]);
- }
- }
- }
-
- // 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 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 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 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 WebGLUnsignedShortArray(indexArray), obj.ctx.STREAM_DRAW);
-
- obj.loaded = true;
-}
-
-//
-// loadImageTexture
-//
-// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture.
-//
-function loadImageTexture(ctx, url)
-{
- var texture = ctx.createTexture();
- texture.image = new Image();
- texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) }
- texture.image.src = url;
- return texture;
-}
-
-function doLoadImageTexture(ctx, image, texture)
-{
- ctx.enable(ctx.TEXTURE_2D);
- ctx.bindTexture(ctx.TEXTURE_2D, texture);
- ctx.texImage2D(ctx.TEXTURE_2D, 0, image);
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR_MIPMAP_LINEAR);
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
- ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
- ctx.generateMipmap(ctx.TEXTURE_2D)
- ctx.bindTexture(ctx.TEXTURE_2D, 0);
-}
-
-//
-// Framerate object
-//
-// This object keeps track of framerate and displays it as the innerHTML text of the
-// HTML element with the passed id. Once created you call snapshot at the end
-// of every rendering cycle. Every 500ms the framerate is updated in the HTML element.
-//
-Framerate = function(id)
-{
- this.numFramerates = 10;
- this.framerateUpdateInterval = 500;
- this.id = id;
-
- this.renderTime = -1;
- this.framerates = [ ];
- self = this;
- var fr = function() { self.updateFramerate() }
- setInterval(fr, this.framerateUpdateInterval);
-}
-
-Framerate.prototype.updateFramerate = function()
-{
- var tot = 0;
- for (var i = 0; i < this.framerates.length; ++i)
- tot += this.framerates[i];
-
- var framerate = tot / this.framerates.length;
- framerate = Math.round(framerate);
- document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps";
-}
-
-Framerate.prototype.snapshot = function()
-{
- if (this.renderTime < 0)
- this.renderTime = new Date().getTime();
- else {
- var newTime = new Date().getTime();
- var t = newTime - this.renderTime;
- var framerate = 1000/t;
- this.framerates.push(framerate);
- while (this.framerates.length > this.numFramerates)
- this.framerates.shift();
- this.renderTime = newTime;
- }
-}