defineSuite([ 'Renderer/ShaderProgram', 'Renderer/ContextLimits', 'Renderer/ShaderSource', 'Specs/createContext' ], function( ShaderProgram, ContextLimits, ShaderSource, createContext) { 'use strict'; var webglStub = !!window.webglStub; var context; var sp; var injectedTestFunctions = { czm_circularDependency1 : 'void czm_circularDependency1() { czm_circularDependency2(); }', czm_circularDependency2 : 'void czm_circularDependency2() { czm_circularDependency1(); }', czm_testFunction3 : 'void czm_testFunction3(vec4 color) { czm_testFunction2(color); }', czm_testFunction2 : 'void czm_testFunction2(vec4 color) { czm_testFunction1(color); }', czm_testFunction1 : 'void czm_testFunction1(vec4 color) { gl_FragColor = color; }', czm_testDiamondDependency1 : 'vec4 czm_testDiamondDependency1(vec4 color) { return czm_testAddAlpha(color); }', czm_testDiamondDependency2 : 'vec4 czm_testDiamondDependency2(vec4 color) { return czm_testAddAlpha(color); }', czm_testAddAlpha : 'vec4 czm_testAddAlpha(vec4 color) { color.a = clamp(color.a + 0.1, 0.0, 1.0); return color; }', czm_testAddRed : 'vec4 czm_testAddRed(vec4 color) { color.r = clamp(color.r + 0.1, 0.0, 1.0); return color; }', czm_testAddGreen : 'vec4 czm_testAddGreen(vec4 color) { color.g = clamp(color.g + 0.1, 0.0, 1.0); return color; }', czm_testAddRedGreenAlpha : 'vec4 czm_testAddRedGreenAlpha(vec4 color) { color = czm_testAddRed(color); color = czm_testAddGreen(color); color = czm_testAddAlpha(color); return color; }', czm_testFunction4 : 'void czm_testFunction4(vec4 color) { color = czm_testAddAlpha(color); color = czm_testAddRedGreenAlpha(color); czm_testFunction3(color); }', czm_testFunctionWithComment : '/**\n czm_circularDependency1() \n*/\nvoid czm_testFunctionWithComment(vec4 color) { czm_testFunction1(color); }' }; beforeAll(function() { context = createContext(); for ( var functionName in injectedTestFunctions) { if (injectedTestFunctions.hasOwnProperty(functionName)) { ShaderSource._czmBuiltinsAndUniforms[functionName] = injectedTestFunctions[functionName]; } } }); afterAll(function() { context.destroyForSpecs(); for ( var functionName in injectedTestFunctions) { if (injectedTestFunctions.hasOwnProperty(functionName)) { delete ShaderSource._czmBuiltinsAndUniforms[functionName]; } } }); afterEach(function() { sp = sp && sp.destroy(); }); it('has vertex and fragment shader source', function() { var vs = 'void main() { gl_Position = vec4(1.0); }'; var fs = 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); var expectedVSText = new ShaderSource({ sources : [vs] }).createCombinedVertexShader(context); expect(sp._vertexShaderText).toEqual(expectedVSText); var expectedFSText = new ShaderSource({ sources : [fs] }).createCombinedFragmentShader(context); expect(sp._fragmentShaderText).toEqual(expectedFSText); }); it('has a position vertex attribute', function() { var vs = 'attribute vec4 position; void main() { gl_Position = position; }'; var fs = 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.numberOfVertexAttributes).toEqual(1); expect(sp.vertexAttributes.position.name).toEqual('position'); }); it('sets attribute indices', function() { var vs = 'attribute vec4 position;' + 'attribute vec3 normal;' + 'attribute float heat;' + 'void main() { gl_Position = position + vec4(normal, 0.0) + vec4(heat); }'; var fs = 'void main() { gl_FragColor = vec4(1.0); }'; var attributes = { position : 3, normal : 2, heat : 1 }; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributes }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.numberOfVertexAttributes).toEqual(3); expect(sp.vertexAttributes.position.name).toEqual('position'); expect(sp.vertexAttributes.position.index).toEqual(attributes.position); expect(sp.vertexAttributes.normal.name).toEqual('normal'); expect(sp.vertexAttributes.normal.index).toEqual(attributes.normal); expect(sp.vertexAttributes.heat.name).toEqual('heat'); expect(sp.vertexAttributes.heat.index).toEqual(attributes.heat); }); it('has an automatic uniform', function() { var vs = 'uniform vec4 u_vec4; void main() { gl_Position = u_vec4; }'; var fs = 'void main() { gl_FragColor = vec4((czm_viewport.x == 0.0) && (czm_viewport.y == 0.0) && (czm_viewport.z == 1.0) && (czm_viewport.w == 1.0)); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.allUniforms.u_vec4.name).toEqual('u_vec4'); expect(sp.allUniforms.czm_viewport.name).toEqual('czm_viewport'); }); it('has uniforms of every datatype', function() { var d = context; var vs = 'uniform float u_float;' + 'uniform vec2 u_vec2;' + 'uniform vec3 u_vec3;' + 'uniform vec4 u_vec4;' + 'uniform int u_int;' + 'uniform ivec2 u_ivec2;' + 'uniform ivec3 u_ivec3;' + 'uniform ivec4 u_ivec4;' + 'uniform bool u_bool;' + 'uniform bvec2 u_bvec2;' + 'uniform bvec3 u_bvec3;' + 'uniform bvec4 u_bvec4;' + 'uniform mat2 u_mat2;' + 'uniform mat3 u_mat3;' + 'uniform mat4 u_mat4;' + 'void main() { gl_Position = vec4(u_float) * vec4((u_mat2 * u_vec2), 0.0, 0.0) * vec4((u_mat3 * u_vec3), 0.0) * (u_mat4 * u_vec4) * vec4(u_int) * vec4(u_ivec2, 0.0, 0.0) * vec4(u_ivec3, 0.0) * vec4(u_ivec4) * vec4(u_bool) * vec4(u_bvec2, 0.0, 0.0) * vec4(u_bvec3, 0.0) * vec4(u_bvec4); }'; var fs = 'uniform sampler2D u_sampler2D;' + 'uniform samplerCube u_samplerCube;' + 'void main() { gl_FragColor = texture2D(u_sampler2D, vec2(0.0)) + textureCube(u_samplerCube, vec3(1.0)); }'; sp = ShaderProgram.fromCache({ context : d, vertexShaderSource : vs, fragmentShaderSource : fs }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.allUniforms.u_float.name).toEqual('u_float'); expect(sp.allUniforms.u_vec2.name).toEqual('u_vec2'); expect(sp.allUniforms.u_vec3.name).toEqual('u_vec3'); expect(sp.allUniforms.u_vec4.name).toEqual('u_vec4'); expect(sp.allUniforms.u_int.name).toEqual('u_int'); expect(sp.allUniforms.u_ivec2.name).toEqual('u_ivec2'); expect(sp.allUniforms.u_ivec3.name).toEqual('u_ivec3'); expect(sp.allUniforms.u_ivec4.name).toEqual('u_ivec4'); expect(sp.allUniforms.u_bool.name).toEqual('u_bool'); expect(sp.allUniforms.u_bvec2.name).toEqual('u_bvec2'); expect(sp.allUniforms.u_bvec3.name).toEqual('u_bvec3'); expect(sp.allUniforms.u_bvec4.name).toEqual('u_bvec4'); expect(sp.allUniforms.u_mat2.name).toEqual('u_mat2'); expect(sp.allUniforms.u_mat3.name).toEqual('u_mat3'); expect(sp.allUniforms.u_mat4.name).toEqual('u_mat4'); expect(sp.allUniforms.u_sampler2D.name).toEqual('u_sampler2D'); expect(sp.allUniforms.u_samplerCube.name).toEqual('u_samplerCube'); }); it('has a struct uniform', function() { var vs = 'uniform struct { float f; vec4 v; } u_struct; void main() { gl_Position = u_struct.f * u_struct.v; }'; var fs = 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.allUniforms['u_struct.f'].name).toEqual('u_struct.f'); expect(sp.allUniforms['u_struct.v'].name).toEqual('u_struct.v'); }); it('has uniform arrays of every datatype', function() { var d = context; var vs = 'uniform float u_float[2];' + 'uniform vec2 u_vec2[2];' + 'uniform vec3 u_vec3[2];' + 'uniform vec4 u_vec4[2];' + 'uniform int u_int[2];' + 'uniform ivec2 u_ivec2[2];' + 'uniform ivec3 u_ivec3[2];' + 'uniform ivec4 u_ivec4[2];' + 'uniform bool u_bool[2];' + 'uniform bvec2 u_bvec2[2];' + 'uniform bvec3 u_bvec3[2];' + 'uniform bvec4 u_bvec4[2];' + 'uniform mat2 u_mat2[2];' + 'uniform mat3 u_mat3[2];' + 'uniform mat4 u_mat4[2];' + 'void main() { gl_Position = vec4(u_float[0]) * vec4(u_float[1]) * vec4((u_mat2[0] * u_vec2[0]), 0.0, 0.0) * vec4((u_mat2[1] * u_vec2[1]), 0.0, 0.0) * vec4((u_mat3[0] * u_vec3[0]), 0.0) * vec4((u_mat3[1] * u_vec3[1]), 0.0) * (u_mat4[0] * u_vec4[0]) * (u_mat4[1] * u_vec4[1]) * vec4(u_int[0]) * vec4(u_int[1]) * vec4(u_ivec2[0], 0.0, 0.0) * vec4(u_ivec2[1], 0.0, 0.0) * vec4(u_ivec3[0], 0.0) * vec4(u_ivec3[1], 0.0) * vec4(u_ivec4[0]) * vec4(u_ivec4[1]) * vec4(u_bool[0]) * vec4(u_bool[1]) * vec4(u_bvec2[0], 0.0, 0.0) * vec4(u_bvec2[1], 0.0, 0.0) * vec4(u_bvec3[0], 0.0) * vec4(u_bvec3[1], 0.0) * vec4(u_bvec4[0]) * vec4(u_bvec4[1]); }'; var fs = 'uniform sampler2D u_sampler2D[2];' + 'uniform samplerCube u_samplerCube[2];' + 'void main() { gl_FragColor = texture2D(u_sampler2D[0], vec2(0.0)) + texture2D(u_sampler2D[1], vec2(0.0)) + textureCube(u_samplerCube[0], vec3(1.0)) + textureCube(u_samplerCube[1], vec3(1.0)); }'; sp = ShaderProgram.fromCache({ context : d, vertexShaderSource : vs, fragmentShaderSource : fs }); if (webglStub) { return; // WebGL Stub does not return vertex attribute and uniforms in the shader } expect(sp.allUniforms.u_float.name).toEqual('u_float'); expect(sp.allUniforms.u_vec2.name).toEqual('u_vec2'); expect(sp.allUniforms.u_vec3.name).toEqual('u_vec3'); expect(sp.allUniforms.u_vec4.name).toEqual('u_vec4'); expect(sp.allUniforms.u_int.name).toEqual('u_int'); expect(sp.allUniforms.u_ivec2.name).toEqual('u_ivec2'); expect(sp.allUniforms.u_ivec3.name).toEqual('u_ivec3'); expect(sp.allUniforms.u_ivec4.name).toEqual('u_ivec4'); expect(sp.allUniforms.u_bool.name).toEqual('u_bool'); expect(sp.allUniforms.u_bvec2.name).toEqual('u_bvec2'); expect(sp.allUniforms.u_bvec3.name).toEqual('u_bvec3'); expect(sp.allUniforms.u_bvec4.name).toEqual('u_bvec4'); expect(sp.allUniforms.u_mat2.name).toEqual('u_mat2'); expect(sp.allUniforms.u_mat3.name).toEqual('u_mat3'); expect(sp.allUniforms.u_mat4.name).toEqual('u_mat4'); expect(sp.allUniforms.u_sampler2D.name).toEqual('u_sampler2D'); expect(sp.allUniforms.u_samplerCube.name).toEqual('u_samplerCube'); expect(sp.allUniforms.u_float.value.length).toEqual(2); expect(sp.allUniforms.u_vec2.value.length).toEqual(2); expect(sp.allUniforms.u_vec3.value.length).toEqual(2); expect(sp.allUniforms.u_vec4.value.length).toEqual(2); expect(sp.allUniforms.u_int.value.length).toEqual(2); expect(sp.allUniforms.u_ivec2.value.length).toEqual(2); expect(sp.allUniforms.u_ivec3.value.length).toEqual(2); expect(sp.allUniforms.u_ivec4.value.length).toEqual(2); expect(sp.allUniforms.u_bool.value.length).toEqual(2); expect(sp.allUniforms.u_bvec2.value.length).toEqual(2); expect(sp.allUniforms.u_bvec3.value.length).toEqual(2); expect(sp.allUniforms.u_bvec4.value.length).toEqual(2); expect(sp.allUniforms.u_mat2.value.length).toEqual(2); expect(sp.allUniforms.u_mat3.value.length).toEqual(2); expect(sp.allUniforms.u_mat4.value.length).toEqual(2); expect(sp.allUniforms.u_sampler2D.value.length).toEqual(2); expect(sp.allUniforms.u_samplerCube.value.length).toEqual(2); }); it('has predefined constants', function() { var fs = 'void main() { ' + ' float f = ((czm_pi > 0.0) && \n' + ' (czm_oneOverPi > 0.0) && \n' + ' (czm_piOverTwo > 0.0) && \n' + ' (czm_piOverThree > 0.0) && \n' + ' (czm_piOverFour > 0.0) && \n' + ' (czm_piOverSix > 0.0) && \n' + ' (czm_threePiOver2 > 0.0) && \n' + ' (czm_twoPi > 0.0) && \n' + ' (czm_oneOverTwoPi > 0.0) && \n' + ' (czm_radiansPerDegree > 0.0) && \n' + ' (czm_degreesPerRadian > 0.0)) ? 1.0 : 0.0; \n' + ' gl_FragColor = vec4(f); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('has built-in constant, structs, and functions', function() { var fs = 'void main() { \n' + ' czm_materialInput materialInput; \n' + ' czm_material material = czm_getDefaultMaterial(materialInput); \n' + ' material.diffuse = vec3(1.0, 1.0, 1.0); \n' + ' material.alpha = 1.0; \n' + ' material.diffuse = czm_hue(material.diffuse, czm_twoPi); \n' + ' gl_FragColor = vec4(material.diffuse, material.alpha); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('creates duplicate uniforms if precision of uniforms in vertex and fragment shader do not match', function() { var highpFloatSupported = ContextLimits.highpFloatSupported; ContextLimits._highpFloatSupported = false; var vs = 'attribute vec4 position; uniform float u_value; varying float v_value; void main() { gl_PointSize = 1.0; v_value = u_value * czm_viewport.z; gl_Position = position; }'; var fs = 'uniform float u_value; varying float v_value; void main() { gl_FragColor = vec4(u_value * v_value * czm_viewport.z); }'; var uniformMap = { u_value : function() { return 1.0; } }; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); if (!webglStub) { // WebGL Stub does not return vertex attribute and uniforms in the shader expect(sp.allUniforms.u_value).toBeDefined(); expect(sp.allUniforms.czm_mediump_u_value).toBeDefined(); } expect({ context : context, vertexShader : vs, fragmentShader : fs, uniformMap : uniformMap }).notContextToRender([0, 0, 0, 0]); ContextLimits._highpFloatSupported = highpFloatSupported; }); it('1 level function dependency', function() { var fs = 'void main() { \n' + ' czm_testFunction1(vec4(1.0)); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('2 level function dependency', function() { var fs = 'void main() { \n' + ' czm_testFunction2(vec4(1.0)); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('3 level function dependency', function() { var fs = 'void main() { \n' + ' czm_testFunction3(vec4(1.0)); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('diamond dependency', function() { var fs = 'void main() { \n' + ' vec4 color = vec4(1.0, 1.0, 1.0, 0.8); \n' + ' color = czm_testDiamondDependency1(color); \n' + ' color = czm_testDiamondDependency2(color); \n' + ' gl_FragColor = color; \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('diamond plus 3 level function dependency', function() { var fs = 'void main() { \n' + ' vec4 color = vec4(1.0, 1.0, 1.0, 0.8); \n' + ' color = czm_testDiamondDependency1(color); \n' + ' color = czm_testDiamondDependency2(color); \n' + ' czm_testFunction3(color); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('big mess of function dependencies', function() { var fs = 'void main() { \n' + ' vec4 color = vec4(0.9, 0.9, 1.0, 0.6); \n' + ' color = czm_testDiamondDependency1(color); \n' + ' color = czm_testDiamondDependency2(color); \n' + ' czm_testFunction4(color); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('doc comment with reference to another function', function() { var fs = 'void main() { \n' + ' vec4 color = vec4(1.0, 1.0, 1.0, 1.0); \n' + ' czm_testFunctionWithComment(color); \n' + '}'; expect({ context : context, fragmentShader : fs }).contextToRender(); }); it('compiles with #version at the top', function() { var vs = '#version 100 \n' + 'attribute vec4 position; void main() { gl_Position = position; }'; var fs = '#version 100 \n' + 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); }); it('compiles with #version after whitespace and comments', function() { var vs = '// comment before version directive. \n' + '#version 100 \n' + 'attribute vec4 position; void main() { gl_Position = position; }'; var fs = '\n' + '#version 100 \n' + 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); }); it('fails vertex shader compile', function() { if (webglStub) { return; // WebGL Stub does not actually try to compile the shader } var vs = 'does not compile.'; var fs = 'void main() { gl_FragColor = vec4(1.0); }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); expect(function() { sp._bind(); }).toThrowRuntimeError(); }); it('fails fragment shader compile', function() { if (webglStub) { return; // WebGL Stub does not actually try to compile the shader } var vs = 'void main() { gl_Position = vec4(0.0); }'; var fs = 'does not compile.'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); expect(function() { sp._bind(); }).toThrowRuntimeError(); }); it('fails to link', function() { if (webglStub) { return; // WebGL Stub does not actually try to compile and link the shader } var vs = 'void nomain() { }'; var fs = 'void nomain() { }'; sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); expect(function() { sp._bind(); }).toThrowRuntimeError(); }); it('fails with built-in function circular dependency', function() { var vs = 'void main() { gl_Position = vec4(0.0); }'; var fs = 'void main() { czm_circularDependency1(); gl_FragColor = vec4(1.0); }'; expect(function() { sp = ShaderProgram.fromCache({ context : context, vertexShaderSource : vs, fragmentShaderSource : fs }); sp._bind(); }).toThrowDeveloperError(); }); }, 'WebGL');