diff --git a/lab2/README.md b/lab2/README.md new file mode 100644 index 0000000000000000000000000000000000000000..073809a6c19bc9fcd95b3207f7de74ad0bb24279 --- /dev/null +++ b/lab2/README.md @@ -0,0 +1,6 @@ +# Lab2 IHM + +* **docs**: contains the lab's statement +* **libs**: contains WebGL libraries and utilities +* **src**: contains the source code of the lab2 that you should complete (`main()` function in **lab2.js** file) +* **DO NOT CHANGE** the name of the file `lab2.html`, however, you are free to change its content. diff --git a/lab2/docs/Cours 3D Labo 2.pdf b/lab2/docs/Cours 3D Labo 2.pdf new file mode 100644 index 0000000000000000000000000000000000000000..66071f225ca9c1724c1340fe0600b3df3b6e0d12 Binary files /dev/null and b/lab2/docs/Cours 3D Labo 2.pdf differ diff --git a/lab2/lib/cuon-utils.js b/lab2/lib/cuon-utils.js new file mode 100644 index 0000000000000000000000000000000000000000..dc08b2ef1ee96304e68dafa7caed57f7e80894bb --- /dev/null +++ b/lab2/lib/cuon-utils.js @@ -0,0 +1,113 @@ +// cuon-utils.js (c) 2012 kanda and matsuda +/** + * Create a program object and make current + * @param gl GL context + * @param vshader a vertex shader program (string) + * @param fshader a fragment shader program (string) + * @return true, if the program object was created and successfully made current + */ +function initShaders(gl, vshader, fshader) { + var program = createProgram(gl, vshader, fshader); + if (!program) { + console.log('Failed to create program'); + return false; + } + + gl.useProgram(program); + gl.program = program; + + return true; +} + +/** + * Create the linked program object + * @param gl GL context + * @param vshader a vertex shader program (string) + * @param fshader a fragment shader program (string) + * @return created program object, or null if the creation has failed + */ +function createProgram(gl, vshader, fshader) { + // Create shader object + var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader); + var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader); + if (!vertexShader || !fragmentShader) { + return null; + } + + // Create a program object + var program = gl.createProgram(); + if (!program) { + return null; + } + + // Attach the shader objects + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + + // Link the program object + gl.linkProgram(program); + + // Check the result of linking + var linked = gl.getProgramParameter(program, gl.LINK_STATUS); + if (!linked) { + var error = gl.getProgramInfoLog(program); + console.log('Failed to link program: ' + error); + gl.deleteProgram(program); + gl.deleteShader(fragmentShader); + gl.deleteShader(vertexShader); + return null; + } + return program; +} + +/** + * Create a shader object + * @param gl GL context + * @param type the type of the shader object to be created + * @param source shader program (string) + * @return created shader object, or null if the creation has failed. + */ +function loadShader(gl, type, source) { + // Create shader object + var shader = gl.createShader(type); + if (shader == null) { + console.log('unable to create shader'); + return null; + } + + // Set the shader program + gl.shaderSource(shader, source); + + // Compile the shader + gl.compileShader(shader); + + // Check the result of compilation + var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + if (!compiled) { + var error = gl.getShaderInfoLog(shader); + console.log('Failed to compile shader: ' + error); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +/** + * Initialize and get the rendering for WebglInstance + * @param canvas <cavnas> element + * @param opt_debug flag to initialize the context for debugging + * @return the rendering context for WebglInstance + */ +function getWebGLContext(canvas, opt_debug) { + // Get the rendering context for WebglInstance + var gl = WebGLUtils.setupWebGL(canvas); + if (!gl) return null; + + // if opt_debug is explicitly false, create the context for debugging + if (arguments.length < 2 || opt_debug) { + gl = WebGLDebugUtils.makeDebugContext(gl); + } + + return gl; +} diff --git a/lab2/lib/webgl-debug.js b/lab2/lib/webgl-debug.js new file mode 100644 index 0000000000000000000000000000000000000000..685868dc61347ea10c0376520f1e20ed57a765c7 --- /dev/null +++ b/lab2/lib/webgl-debug.js @@ -0,0 +1,677 @@ +//Copyright (c) 2009 The Chromium Authors. All rights reserved. +//Use of this source code is governed by a BSD-style license that can be +//found in the LICENSE file. + +// Various functions for helping debug WebglInstance apps. + +WebGLDebugUtils = function() { + +/** + * Wrapped logging function. + * @param {string} msg Message to log. + */ +var log = function(msg) { + if (window.console && window.console.log) { + window.console.log(msg); + } +}; + +/** + * Which arguements are enums. + * @type {!Object.<number, string>} + */ +var glValidEnumContexts = { + + // Generic setters and getters + + 'enable': { 0:true }, + 'disable': { 0:true }, + 'getParameter': { 0:true }, + + // Rendering + + 'drawArrays': { 0:true }, + 'drawElements': { 0:true, 2:true }, + + // Shaders + + 'createShader': { 0:true }, + 'getShaderParameter': { 1:true }, + 'getProgramParameter': { 1:true }, + + // Vertex attributes + + 'getVertexAttrib': { 1:true }, + 'vertexAttribPointer': { 2:true }, + + // Textures + + 'bindTexture': { 0:true }, + 'activeTexture': { 0:true }, + 'getTexParameter': { 0:true, 1:true }, + 'texParameterf': { 0:true, 1:true }, + 'texParameteri': { 0:true, 1:true, 2:true }, + 'texImage2D': { 0:true, 2:true, 6:true, 7:true }, + 'texSubImage2D': { 0:true, 6:true, 7:true }, + 'copyTexImage2D': { 0:true, 2:true }, + 'copyTexSubImage2D': { 0:true }, + 'generateMipmap': { 0:true }, + + // Buffer objects + + 'bindBuffer': { 0:true }, + 'bufferData': { 0:true, 2:true }, + 'bufferSubData': { 0:true }, + 'getBufferParameter': { 0:true, 1:true }, + + // Renderbuffers and framebuffers + + 'pixelStorei': { 0:true, 1:true }, + 'readPixels': { 4:true, 5:true }, + 'bindRenderbuffer': { 0:true }, + 'bindFramebuffer': { 0:true }, + 'checkFramebufferStatus': { 0:true }, + 'framebufferRenderbuffer': { 0:true, 1:true, 2:true }, + 'framebufferTexture2D': { 0:true, 1:true, 2:true }, + 'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true }, + 'getRenderbufferParameter': { 0:true, 1:true }, + 'renderbufferStorage': { 0:true, 1:true }, + + // Frame buffer operations (clear, blend, depth test, stencil) + + 'clear': { 0:true }, + 'depthFunc': { 0:true }, + 'blendFunc': { 0:true, 1:true }, + 'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true }, + 'blendEquation': { 0:true }, + 'blendEquationSeparate': { 0:true, 1:true }, + 'stencilFunc': { 0:true }, + 'stencilFuncSeparate': { 0:true, 1:true }, + 'stencilMaskSeparate': { 0:true }, + 'stencilOp': { 0:true, 1:true, 2:true }, + 'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true }, + + // Culling + + 'cullFace': { 0:true }, + 'frontFace': { 0:true }, +}; + +/** + * Map of numbers to names. + * @type {Object} + */ +var glEnums = null; + +/** + * Initializes this module. Safe to call more than once. + * @param {!WebGLRenderingContext} ctx A WebglInstance context. If + * you have more than one context it doesn't matter which one + * you pass in, it is only used to pull out constants. + */ +function init(ctx) { + if (glEnums == null) { + glEnums = { }; + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'number') { + glEnums[ctx[propertyName]] = propertyName; + } + } + } +} + +/** + * Checks the utils have been initialized. + */ +function checkInit() { + if (glEnums == null) { + throw 'WebGLDebugUtils.init(ctx) not called'; + } +} + +/** + * Returns true or false if value matches any WebglInstance enum + * @param {*} value Value to check if it might be an enum. + * @return {boolean} True if value matches one of the WebglInstance defined enums + */ +function mightBeEnum(value) { + checkInit(); + return (glEnums[value] !== undefined); +} + +/** + * Gets an string version of an WebglInstance enum. + * + * Example: + * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); + * + * @param {number} value Value to return an enum for + * @return {string} The string version of the enum. + */ +function glEnumToString(value) { + checkInit(); + var name = glEnums[value]; + return (name !== undefined) ? name : + ("*UNKNOWN WebglInstance ENUM (0x" + value.toString(16) + ")"); +} + +/** + * Returns the string version of a WebglInstance argument. + * Attempts to convert enum arguments to strings. + * @param {string} functionName the name of the WebglInstance function. + * @param {number} argumentIndx the index of the argument. + * @param {*} value The value of the argument. + * @return {string} The value as a string. + */ +function glFunctionArgToString(functionName, argumentIndex, value) { + var funcInfo = glValidEnumContexts[functionName]; + if (funcInfo !== undefined) { + if (funcInfo[argumentIndex]) { + return glEnumToString(value); + } + } + return value.toString(); +} + +/** + * Given a WebglInstance context returns a wrapped context that calls + * gl.getError after every command and calls a function if the + * result is not gl.NO_ERROR. + * + * @param {!WebGLRenderingContext} ctx The webgl context to + * wrap. + * @param {!function(err, funcName, args): void} opt_onErrorFunc + * The function to call when gl.getError returns an + * error. If not specified the default function calls + * console.log with a message. + */ +function makeDebugContext(ctx, opt_onErrorFunc) { + init(ctx); + opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) { + // apparently we can't do args.join(","); + var argStr = ""; + for (var ii = 0; ii < args.length; ++ii) { + argStr += ((ii == 0) ? '' : ', ') + + glFunctionArgToString(functionName, ii, args[ii]); + } + log("WebglInstance error "+ glEnumToString(err) + " in "+ functionName + + "(" + argStr + ")"); + }; + + // Holds booleans for each GL error so after we get the error ourselves + // we can still return it to the client app. + var glErrorShadow = { }; + + // Makes a function that calls a WebglInstance function and then calls getError. + function makeErrorWrapper(ctx, functionName) { + return function() { + var result = ctx[functionName].apply(ctx, arguments); + var err = ctx.getError(); + if (err != 0) { + glErrorShadow[err] = true; + opt_onErrorFunc(err, functionName, arguments); + } + return result; + }; + } + + // Make a an object that has a copy of every property of the WebglInstance context + // but wraps all functions. + var wrapper = {}; + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'function') { + wrapper[propertyName] = makeErrorWrapper(ctx, propertyName); + } else { + wrapper[propertyName] = ctx[propertyName]; + } + } + + // Override the getError function with one that returns our saved results. + wrapper.getError = function() { + for (var err in glErrorShadow) { + if (glErrorShadow[err]) { + glErrorShadow[err] = false; + return err; + } + } + return ctx.NO_ERROR; + }; + + return wrapper; +} + +function resetToInitialState(ctx) { + var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS); + var tmp = ctx.createBuffer(); + ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp); + for (var ii = 0; ii < numAttribs; ++ii) { + ctx.disableVertexAttribArray(ii); + ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0); + ctx.vertexAttrib1f(ii, 0); + } + ctx.deleteBuffer(tmp); + + var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS); + for (var ii = 0; ii < numTextureUnits; ++ii) { + ctx.activeTexture(ctx.TEXTURE0 + ii); + ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null); + ctx.bindTexture(ctx.TEXTURE_2D, null); + } + + ctx.activeTexture(ctx.TEXTURE0); + ctx.useProgram(null); + ctx.bindBuffer(ctx.ARRAY_BUFFER, null); + ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null); + ctx.bindFramebuffer(ctx.FRAMEBUFFER, null); + ctx.bindRenderbuffer(ctx.RENDERBUFFER, null); + ctx.disable(ctx.BLEND); + ctx.disable(ctx.CULL_FACE); + ctx.disable(ctx.DEPTH_TEST); + ctx.disable(ctx.DITHER); + ctx.disable(ctx.SCISSOR_TEST); + ctx.blendColor(0, 0, 0, 0); + ctx.blendEquation(ctx.FUNC_ADD); + ctx.blendFunc(ctx.ONE, ctx.ZERO); + ctx.clearColor(0, 0, 0, 0); + ctx.clearDepth(1); + ctx.clearStencil(-1); + ctx.colorMask(true, true, true, true); + ctx.cullFace(ctx.BACK); + ctx.depthFunc(ctx.LESS); + ctx.depthMask(true); + ctx.depthRange(0, 1); + ctx.frontFace(ctx.CCW); + ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE); + ctx.lineWidth(1); + ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4); + ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4); + ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false); + ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); + // TODO: Delete this IF. + if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) { + ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL); + } + ctx.polygonOffset(0, 0); + ctx.sampleCoverage(1, false); + ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height); + ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF); + ctx.stencilMask(0xFFFFFFFF); + ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP); + ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight); + ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT); + + // TODO: This should NOT be needed but Firefox fails with 'hint' + while(ctx.getError()); +} + +function makeLostContextSimulatingContext(ctx) { + var wrapper_ = {}; + var contextId_ = 1; + var contextLost_ = false; + var resourceId_ = 0; + var resourceDb_ = []; + var onLost_ = undefined; + var onRestored_ = undefined; + var nextOnRestored_ = undefined; + + // Holds booleans for each GL error so can simulate errors. + var glErrorShadow_ = { }; + + function isWebGLObject(obj) { + //return false; + return (obj instanceof WebGLBuffer || + obj instanceof WebGLFramebuffer || + obj instanceof WebGLProgram || + obj instanceof WebGLRenderbuffer || + obj instanceof WebGLShader || + obj instanceof WebGLTexture); + } + + function checkResources(args) { + for (var ii = 0; ii < args.length; ++ii) { + var arg = args[ii]; + if (isWebGLObject(arg)) { + return arg.__webglDebugContextLostId__ == contextId_; + } + } + return true; + } + + function clearErrors() { + var k = Object.keys(glErrorShadow_); + for (var ii = 0; ii < k.length; ++ii) { + delete glErrorShdow_[k]; + } + } + + // Makes a function that simulates WebglInstance when out of context. + function makeLostContextWrapper(ctx, functionName) { + var f = ctx[functionName]; + return function() { + // Only call the functions if the context is not lost. + if (!contextLost_) { + if (!checkResources(arguments)) { + glErrorShadow_[ctx.INVALID_OPERATION] = true; + return; + } + var result = f.apply(ctx, arguments); + return result; + } + }; + } + + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'function') { + wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName); + } else { + wrapper_[propertyName] = ctx[propertyName]; + } + } + + function makeWebGLContextEvent(statusMessage) { + return {statusMessage: statusMessage}; + } + + function freeResources() { + for (var ii = 0; ii < resourceDb_.length; ++ii) { + var resource = resourceDb_[ii]; + if (resource instanceof WebGLBuffer) { + ctx.deleteBuffer(resource); + } else if (resource instanceof WebctxFramebuffer) { + ctx.deleteFramebuffer(resource); + } else if (resource instanceof WebctxProgram) { + ctx.deleteProgram(resource); + } else if (resource instanceof WebctxRenderbuffer) { + ctx.deleteRenderbuffer(resource); + } else if (resource instanceof WebctxShader) { + ctx.deleteShader(resource); + } else if (resource instanceof WebctxTexture) { + ctx.deleteTexture(resource); + } + } + } + + wrapper_.loseContext = function() { + if (!contextLost_) { + contextLost_ = true; + ++contextId_; + while (ctx.getError()); + clearErrors(); + glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true; + setTimeout(function() { + if (onLost_) { + onLost_(makeWebGLContextEvent("context lost")); + } + }, 0); + } + }; + + wrapper_.restoreContext = function() { + if (contextLost_) { + if (onRestored_) { + setTimeout(function() { + freeResources(); + resetToInitialState(ctx); + contextLost_ = false; + if (onRestored_) { + var callback = onRestored_; + onRestored_ = nextOnRestored_; + nextOnRestored_ = undefined; + callback(makeWebGLContextEvent("context restored")); + } + }, 0); + } else { + throw "You can not restore the context without a listener" + } + } + }; + + // Wrap a few functions specially. + wrapper_.getError = function() { + if (!contextLost_) { + var err; + while (err = ctx.getError()) { + glErrorShadow_[err] = true; + } + } + for (var err in glErrorShadow_) { + if (glErrorShadow_[err]) { + delete glErrorShadow_[err]; + return err; + } + } + return ctx.NO_ERROR; + }; + + var creationFunctions = [ + "createBuffer", + "createFramebuffer", + "createProgram", + "createRenderbuffer", + "createShader", + "createTexture" + ]; + for (var ii = 0; ii < creationFunctions.length; ++ii) { + var functionName = creationFunctions[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return null; + } + var obj = f.apply(ctx, arguments); + obj.__webglDebugContextLostId__ = contextId_; + resourceDb_.push(obj); + return obj; + }; + }(ctx[functionName]); + } + + var functionsThatShouldReturnNull = [ + "getActiveAttrib", + "getActiveUniform", + "getBufferParameter", + "getContextAttributes", + "getAttachedShaders", + "getFramebufferAttachmentParameter", + "getParameter", + "getProgramParameter", + "getProgramInfoLog", + "getRenderbufferParameter", + "getShaderParameter", + "getShaderInfoLog", + "getShaderSource", + "getTexParameter", + "getUniform", + "getUniformLocation", + "getVertexAttrib" + ]; + for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) { + var functionName = functionsThatShouldReturnNull[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return null; + } + return f.apply(ctx, arguments); + } + }(wrapper_[functionName]); + } + + var isFunctions = [ + "isBuffer", + "isEnabled", + "isFramebuffer", + "isProgram", + "isRenderbuffer", + "isShader", + "isTexture" + ]; + for (var ii = 0; ii < isFunctions.length; ++ii) { + var functionName = isFunctions[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return false; + } + return f.apply(ctx, arguments); + } + }(wrapper_[functionName]); + } + + wrapper_.checkFramebufferStatus = function(f) { + return function() { + if (contextLost_) { + return ctx.FRAMEBUFFER_UNSUPPORTED; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.checkFramebufferStatus); + + wrapper_.getAttribLocation = function(f) { + return function() { + if (contextLost_) { + return -1; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.getAttribLocation); + + wrapper_.getVertexAttribOffset = function(f) { + return function() { + if (contextLost_) { + return 0; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.getVertexAttribOffset); + + wrapper_.isContextLost = function() { + return contextLost_; + }; + + function wrapEvent(listener) { + if (typeof(listener) == "function") { + return listener; + } else { + return function(info) { + listener.handleEvent(info); + } + } + } + + wrapper_.registerOnContextLostListener = function(listener) { + onLost_ = wrapEvent(listener); + }; + + wrapper_.registerOnContextRestoredListener = function(listener) { + if (contextLost_) { + nextOnRestored_ = wrapEvent(listener); + } else { + onRestored_ = wrapEvent(listener); + } + } + + return wrapper_; +} + +return { + /** + * Initializes this module. Safe to call more than once. + * @param {!WebGLRenderingContext} ctx A WebglInstance context. If + * you have more than one context it doesn't matter which one + * you pass in, it is only used to pull out constants. + */ + 'init': init, + + /** + * Returns true or false if value matches any WebglInstance enum + * @param {*} value Value to check if it might be an enum. + * @return {boolean} True if value matches one of the WebglInstance defined enums + */ + 'mightBeEnum': mightBeEnum, + + /** + * Gets an string version of an WebglInstance enum. + * + * Example: + * WebGLDebugUtil.init(ctx); + * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); + * + * @param {number} value Value to return an enum for + * @return {string} The string version of the enum. + */ + 'glEnumToString': glEnumToString, + + /** + * Converts the argument of a WebglInstance function to a string. + * Attempts to convert enum arguments to strings. + * + * Example: + * WebGLDebugUtil.init(ctx); + * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D); + * + * would return 'TEXTURE_2D' + * + * @param {string} functionName the name of the WebglInstance function. + * @param {number} argumentIndx the index of the argument. + * @param {*} value The value of the argument. + * @return {string} The value as a string. + */ + 'glFunctionArgToString': glFunctionArgToString, + + /** + * Given a WebglInstance context returns a wrapped context that calls + * gl.getError after every command and calls a function if the + * result is not NO_ERROR. + * + * You can supply your own function if you want. For example, if you'd like + * an exception thrown on any GL error you could do this + * + * function throwOnGLError(err, funcName, args) { + * throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" + + * funcName; + * }; + * + * ctx = WebGLDebugUtils.makeDebugContext( + * canvas.getContext("webgl"), throwOnGLError); + * + * @param {!WebGLRenderingContext} ctx The webgl context to wrap. + * @param {!function(err, funcName, args): void} opt_onErrorFunc The function + * to call when gl.getError returns an error. If not specified the default + * function calls console.log with a message. + */ + 'makeDebugContext': makeDebugContext, + + /** + * Given a WebglInstance context returns a wrapped context that adds 4 + * functions. + * + * ctx.loseContext: + * simulates a lost context event. + * + * ctx.restoreContext: + * simulates the context being restored. + * + * ctx.registerOnContextLostListener(listener): + * lets you register a listener for context lost. Use instead + * of addEventListener('webglcontextlostevent', listener); + * + * ctx.registerOnContextRestoredListener(listener): + * lets you register a listener for context restored. Use + * instead of addEventListener('webglcontextrestored', + * listener); + * + * @param {!WebGLRenderingContext} ctx The webgl context to wrap. + */ + 'makeLostContextSimulatingContext': makeLostContextSimulatingContext, + + /** + * Resets a context to the initial state. + * @param {!WebGLRenderingContext} ctx The webgl context to + * reset. + */ + 'resetToInitialState': resetToInitialState +}; + +}(); + diff --git a/lab2/lib/webgl-utils.js b/lab2/lib/webgl-utils.js new file mode 100644 index 0000000000000000000000000000000000000000..26ed37e0d6adf469edabfa17b0c9e3d00199e744 --- /dev/null +++ b/lab2/lib/webgl-utils.js @@ -0,0 +1,197 @@ +/* + * Copyright 2010, Google Inc. + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following disclaimer + * in the documentation and/or other materials provided with the + * distribution. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + + +/** + * @fileoverview This file contains functions every webgl program will need + * a version of one way or another. + * + * Instead of setting up a context manually it is recommended to + * use. This will check for success or failure. On failure it + * will attempt to present an approriate message to the user. + * + * gl = WebGLUtils.setupWebGL(canvas); + * + * For animated WebglInstance apps use of setTimeout or setInterval are + * discouraged. It is recommended you structure your rendering + * loop like this. + * + * function render() { + * window.requestAnimationFrame(render, canvas); + * + * // do rendering + * ... + * } + * render(); + * + * This will call your rendering function up to the refresh rate + * of your display but will stop rendering if your app is not + * visible. + */ + +WebGLUtils = function() { + +/** + * Creates the HTLM for a failure message + * @param {string} canvasContainerId id of container of th + * canvas. + * @return {string} The html. + */ +var makeFailHTML = function(msg) { + return '' + + '<div style="margin: auto; width:500px;z-index:10000;margin-top:20em;text-align:center;">' + msg + '</div>'; + return '' + + '<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' + + '<td align="center">' + + '<div style="display: table-cell; vertical-align: middle;">' + + '<div style="">' + msg + '</div>' + + '</div>' + + '</td></tr></table>'; +}; + +/** + * Mesasge for getting a webgl browser + * @type {string} + */ +var GET_A_WEBGL_BROWSER = '' + + 'This page requires a browser that supports WebglInstance.<br/>' + + '<a href="http://get.webgl.org">Click here to upgrade your browser.</a>'; + +/** + * Mesasge for need better hardware + * @type {string} + */ +var OTHER_PROBLEM = '' + + "It doesn't appear your computer can support WebglInstance.<br/>" + + '<a href="http://get.webgl.org">Click here for more information.</a>'; + +/** + * Creates a webgl context. If creation fails it will + * change the contents of the container of the <canvas> + * tag to an error message with the correct links for WebglInstance. + * @param {Element} canvas. The canvas element to create a + * context from. + * @param {WebGLContextCreationAttirbutes} opt_attribs Any + * creation attributes you want to pass in. + * @param {function:(msg)} opt_onError An function to call + * if there is an error during creation. + * @return {WebGLRenderingContext} The created context. + */ +var setupWebGL = function(canvas, opt_attribs, opt_onError) { + function handleCreationError(msg) { + var container = document.getElementsByTagName("body")[0]; + //var container = canvas.parentNode; + if (container) { + var str = window.WebGLRenderingContext ? + OTHER_PROBLEM : + GET_A_WEBGL_BROWSER; + if (msg) { + str += "<br/><br/>Status: " + msg; + } + container.innerHTML = makeFailHTML(str); + } + }; + + opt_onError = opt_onError || handleCreationError; + + if (canvas.addEventListener) { + canvas.addEventListener("webglcontextcreationerror", function(event) { + opt_onError(event.statusMessage); + }, false); + } + var context = create3DContext(canvas, opt_attribs); + if (!context) { + if (!window.WebGLRenderingContext) { + opt_onError(""); + } else { + opt_onError(""); + } + } + + return context; +}; + +/** + * Creates a webgl context. + * @param {!Canvas} canvas The canvas tag to get context + * from. If one is not passed in one will be created. + * @return {!WebGLContext} The created context. + */ +var create3DContext = function(canvas, opt_attribs) { + var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"]; + var context = null; + for (var ii = 0; ii < names.length; ++ii) { + try { + context = canvas.getContext(names[ii], opt_attribs); + } catch(e) {} + if (context) { + break; + } + } + return context; +} + +return { + create3DContext: create3DContext, + setupWebGL: setupWebGL +}; +}(); + +/** + * Provides requestAnimationFrame in a cross browser + * way. + */ +if (!window.requestAnimationFrame) { + window.requestAnimationFrame = (function() { + return window.requestAnimationFrame || + window.webkitRequestAnimationFrame || + window.mozRequestAnimationFrame || + window.oRequestAnimationFrame || + window.msRequestAnimationFrame || + function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) { + window.setTimeout(callback, 1000/60); + }; + })(); +} + +/** * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec. + * + * Cancels an animation frame request. + * Checks for cross-browser support, falls back to clearTimeout. + * @param {number} Animation frame request. */ +if (!window.cancelAnimationFrame) { + window.cancelAnimationFrame = (window.cancelRequestAnimationFrame || + window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame || + window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame || + window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame || + window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame || + window.clearTimeout); +} \ No newline at end of file diff --git a/lab2/src/lab2.html b/lab2/src/lab2.html new file mode 100644 index 0000000000000000000000000000000000000000..723e90ec97ccc9137dd517f7550becf53a698524 --- /dev/null +++ b/lab2/src/lab2.html @@ -0,0 +1,16 @@ +<!DOCTYPE html> +<html lang="en"> +<head> + <meta charset="UTF-8"> + <title>Simple model</title> +</head> +<body onload="main()"> +<canvas width="400" height="600" id="my-canvas"> + Please use a browser that supports "canvas" +</canvas> +<script src="../lib/webgl-utils.js"></script> +<script src="../lib/webgl-debug.js"></script> +<script src="../lib/cuon-utils.js"></script> +<script src="lab2.js"></script> +</body> +</html> \ No newline at end of file diff --git a/lab2/src/lab2.js b/lab2/src/lab2.js new file mode 100644 index 0000000000000000000000000000000000000000..105a227db9e7e4d4abde40b5002e7c75eb860fb4 --- /dev/null +++ b/lab2/src/lab2.js @@ -0,0 +1,18 @@ +// Vertex shader program +const VSHADER_SOURCE = + '\n' + + // TODO: Implement your vertex shader code here + '\n'; + +// Fragment shader program +const FSHADER_SOURCE = + '\n' + + // TODO: Implement your fragment shader code here + '\n'; + +function main() { + // Retrieve <canvas> element + const canvas = document.getElementById('my-canvas'); + + // TODO: Complete with your code here +} \ No newline at end of file