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Re: [Public WebGL] ESSL 3.5 Comments Compliance





----- Original Message -----
> On Thu, Jan 13, 2011 at 5:35 PM, Kenneth Russell <kbr@google.com>
> wrote:
> > I agree with you. With a little preprocessing at the browser layer
> > before handing down a const char* to the OpenGL layer (be it the
> > ANGLE
> > shader translator or OpenGL directly), a WebGL implementation should
> > be able to allow the entire Unicode character range to be used in
> > comments by stripping them completely. I don't think we need to
> > reference UTF-8, since DOMStrings come in in (not necessarily valid)
> > UTF-16. See http://dev.w3.org/2006/webapi/WebIDL/#idl-DOMString .
> >
> > Can you either propose some spec text or just edit the spec
> > directly?
> 
> I've gone ahead and updated the WebGL spec to require that the full
> Unicode character set can be used in comments in shaders, and updated
> the glsl-conformance.html test to ensure both this and that non-ASCII
> characters in the actual shader text is rejected. Please send any
> comments to the list.

Sounds great to me -- Ken, is the plan to have ANGLE just strip comments and verify that the remainder is ASCII (or the limited subset thereof)?  Or would we have to do that at a level before the shader translator?

    - Vlad

> > On Thu, Jan 13, 2011 at 4:49 PM, Gregg Tavares (wrk)
> > <gman@google.com> wrote:
> >> I really want to emphasize that it would be really insensitive to
> >> make WebGL
> >> only support ASCII in comments in shaders. It's called WebGL
> >> because it's on
> >> the WEB and the WEB is not ASCII. I know the OpenGL spec says
> >> ASCII. I have
> >> a feeling though few if any drivers enforce that and like I
> >> mentioned
> >> before, even if they do enforce it WebGL implementations can work
> >> around it
> >> by stripping the comments.
> >> Imagine someone told you couldn't document your code in a language
> >> you
> >> understand. How would you feel? Imagine if you couldn't even write
> >> a blog
> >> post that showed sample code with inline comments or that if you
> >> put inline
> >> comments in users trying to copy and paste snippets from your
> >> tutorial had
> >> to manually remove all the inline comments.
> >> Seriously, it seems morally wrong in 2011 to force programmers the
> >> world
> >> over to ASCII only for their shader comments.
> >> Here's a shader from this page
> >> WebGL MQO Loader
> >> Are we really going to tell that guy he has to learn English if he
> >> wants to
> >> document his code?
> >> I think we should diverge from the OpenGL ES spec here in the
> >> interest of
> >> the needs of the Web and the world at large. Checking for valid
> >> UTF8 is easy
> >> if we want to validate input and workarounds past that are probably
> >> not
> >> needed and even if they are probably very easy. The ANGLE
> >> translator already
> >> strips comments as far as I know so just validating UTF8 and
> >> calling the
> >> translator is enough to allow WebGL to be an international
> >> developer
> >> friendly standard.
> >>
> >> ---------------------------
> >> #ifdef GL_ES
> >> precision highp float;
> >> #endif
> >> //VertexShader
> >> //入力パラメータ
> >> attribute vec3 aVertexPosition; //入力位置
> >> attribute vec3 aVertexNormal; //入力法線
> >> attribute vec3 aVertexTangent; //入力法線
> >> attribute vec3 aVertexBinormal; //入力法線
> >> attribute vec4 aVertexColor; //入力カラー
> >> attribute vec2 aTextureCoord; //入力UV
> >> //出力パラメータ
> >> varying vec4 vColor; //出力カラー
> >> varying vec2 vTextureCoord; //出力UV
> >> varying vec3 vNormal; //出力法線
> >> varying vec3 vTangent; //出力接線
> >> varying vec3 vBinormal; //出力従法線
> >> varying vec3 vLightDir; //出力ライト
> >> varying vec3 vEyeDir; //出力視線
> >> varying vec4 vShadowMap; //出力シャドウマップ位置
> >> //固定パラメータ
> >> uniform mat4 WorldMatrix; //ワールドマトリクス
> >> uniform mat4 ViewMatrix; //ビューマトリクス
> >> uniform mat4 ProjMatrix; //プロジェクションマトリクス
> >> uniform mat4 SMapLightMatrix; //シャドウマップライトマトリクス
> >> //
> >> uniform bool use_dif_texture; //ディフューズテクスチャ使用
> >> uniform bool use_alpha_texture; //アルファテクスチャ使用
> >> uniform bool use_celsdif_texture; //ディフューズセルシェーダテクスチャ使用
> >> uniform bool use_celsspc_texture; //スペキュラセルシェーダテクスチャ使用
> >> uniform bool use_reflec_texture; //リフレクションテクスチャ使用
> >> uniform bool use_bump_texture; //バンプテクスチャ使用
> >> uniform bool use_smap_texture; //シャドウマップテクスチャ使用
> >> uniform bool use_light; //ライティング使用
> >> uniform bool use_edge; //エッジ使用
> >> uniform bool draw_smap_flg; //シャドウマップ描画
> >> //
> >> uniform vec3 light_dir; //ライト方向
> >> uniform vec3 g_ViewDir; //エッジ色
> >> uniform float edge_scale; //エッジスケール
> >> mat3 transpose_mat3(mat3 mt){
> >> mat3 mt2;
> >> mt2[0][0]=mt[0][0];
> >> mt2[0][1]=mt[1][0];
> >> mt2[0][2]=mt[2][0];
> >> mt2[1][0]=mt[0][1];
> >> mt2[1][1]=mt[1][1];
> >> mt2[1][2]=mt[2][1];
> >> mt2[2][0]=mt[0][2];
> >> mt2[2][1]=mt[1][2];
> >> mt2[2][2]=mt[2][2];
> >> return mt2;
> >> }
> >> void main(void) {
> >> vec3 now_pos=aVertexPosition;
> >> if(use_edge){
> >> now_pos+=(aVertexNormal*edge_scale);
> >> }
> >> mat4 WorldMatrixView=ViewMatrix * WorldMatrix;
> >> vec3 dpos2 =(WorldMatrixView * vec4(now_pos,1.0)).xyz;
> >> gl_Position = ProjMatrix * vec4(dpos2,1.0);
> >> if(use_dif_texture || use_alpha_texture || use_bump_texture){
> >> vTextureCoord = aTextureCoord;
> >> }else{
> >> vTextureCoord = vec2(0.0,0.0);
> >> }
> >> if(draw_smap_flg){
> >> vShadowMap=vec4(gl_Position);
> >> }else{
> >> if(use_smap_texture){
> >> vShadowMap=SMapLightMatrix * vec4(dpos2,1.0);
> >> }
> >> }
> >> //
> >> vColor = aVertexColor;
> >> //
> >> mat3 nmt=mat3(WorldMatrix);
> >> vec3 norm=normalize(nmt*aVertexNormal);
> >> vNormal=norm;
> >> //
> >> if(use_bump_texture){
> >> vec3 tangent=normalize(nmt*aVertexTangent);
> >> vec3 binorm =normalize(nmt*aVertexBinormal);
> >> mat3 tan_mt=mat3(tangent,binorm,norm);
> >> // tan_mt=transpose(tan_mt);
> >> tan_mt=transpose_mat3(tan_mt);
> >> vTangent =tangent;
> >> vBinormal=binorm;
> >> vLightDir=tan_mt*light_dir;
> >> vEyeDir =tan_mt*g_ViewDir;
> >> }else{
> >> vLightDir=light_dir;
> >> vEyeDir =g_ViewDir;
> >> }
> >> }
> >>
> >

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