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webgl-utils.js
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/*
* Copyright 2012, Gregg Tavares.
* 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 Gregg Tavares. nor the names of his
* 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.
*/
// These funcitions are meant solely to help unclutter the tutorials.
// They are not meant as production type functions.
(function() {
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var log = function(msg) {
if (window.console && window.console.log) {
window.console.log(msg);
}
};
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var error = function(msg) {
if (window.console) {
if (window.console.error) {
window.console.error(msg);
}
else if (window.console.log) {
window.console.log(msg);
}
}
};
/**
* Turn off all logging.
*/
var loggingOff = function() {
log = function() {};
error = function() {};
};
/**
* Check if the page is embedded.
* @return {boolean} True of we are in an iframe
*/
var isInIFrame = function() {
return window != window.top;
};
/**
* Converts a WebGL enum to a string
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} value The enum value.
* @return {string} The enum as a string.
*/
var glEnumToString = function(gl, value) {
for (var p in gl) {
if (gl[p] == value) {
return p;
}
}
return "0x" + value.toString(16);
};
/**
* 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 '' +
'<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 WebGL.<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 WebGL.<br/>" +
'<a href="http://get.webgl.org/troubleshooting/">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 WebGL.
* @param {Element} canvas. The canvas element to create a
* context from.
* @param {WebGLContextCreationAttirbutes} opt_attribs Any
* creation attributes you want to pass in.
* @return {WebGLRenderingContext} The created context.
*/
var setupWebGL = function(canvas, opt_attribs) {
function showLink(str) {
var container = canvas.parentNode;
if (container) {
container.innerHTML = makeFailHTML(str);
}
};
if (!window.WebGLRenderingContext) {
showLink(GET_A_WEBGL_BROWSER);
return null;
}
var context = create3DContext(canvas, opt_attribs);
if (!context) {
showLink(OTHER_PROBLEM);
}
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"];
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;
}
var updateCSSIfInIFrame = function() {
if (isInIFrame()) {
document.body.className = "iframe";
}
};
/**
* Gets a WebGL context.
* makes its backing store the size it is displayed.
*/
var getWebGLContext = function(canvas, opt_attribs) {
if (isInIFrame()) {
updateCSSIfInIFrame();
// make the canvas backing store the size it's displayed.
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
var gl = setupWebGL(canvas, opt_attribs);
return gl;
};
/**
* Loads a shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || error;
// Create the shader object
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling shader '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {!Array.<!WebGLShader>} shaders The shaders to attach
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
* @param {function(string): void) opt_errorCallback callback for errors.
*/
var loadProgram = function(
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
var errFn = opt_errorCallback || error;
var program = gl.createProgram();
for (var ii = 0; ii < shaders.length; ++ii) {
gl.attachShader(program, shaders[ii]);
}
if (opt_attribs) {
for (var ii = 0; ii < opt_attribs.length; ++ii) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ii] : ii,
opt_attribs[ii]);
}
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
lastError = gl.getProgramInfoLog (program);
errFn("Error in program linking:" + lastError);
gl.deleteProgram(program);
return null;
}
return program;
};
/**
* Loads a shader from a script tag.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} opt_shaderType The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var createShaderFromScript = function(
gl, scriptId, opt_shaderType, opt_errorCallback) {
var shaderSource = "";
var shaderType;
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw("*** Error: unknown script element" + scriptId);
}
shaderSource = shaderScript.text;
if (!opt_shaderType) {
if (shaderScript.type == "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
throw("*** Error: unknown shader type");
return null;
}
}
return loadShader(
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
opt_errorCallback);
};
var defaultShaderType = [
"VERTEX_SHADER",
"FRAGMENT_SHADER"
];
/**
* Creates a program from 2 script tags.
*
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<string>} shaderScriptIds Array of ids of the
* script tags for the shaders. The first is assumed to
* be the vertex shader, the second the fragment shader.
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var createProgramFromScripts = function(
gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
var shaders = [];
for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
shaders.push(createShaderFromScript(
gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
};
// Add your prefix here.
var browserPrefixes = [
"",
"MOZ_",
"OP_",
"WEBKIT_"
];
/**
* Given an extension name like WEBGL_compressed_texture_s3tc
* returns the supported version extension, like
* WEBKIT_WEBGL_compressed_teture_s3tc
* @param {string} name Name of extension to look for
* @return {WebGLExtension} The extension or undefined if not
* found.
*/
var getExtensionWithKnownPrefixes = function(gl, name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
var ext = gl.getExtension(prefixedName);
if (ext) {
return ext;
}
}
};
/**
* Resize a canvas to match the size it's displayed.
* @param {!Canvas} canvas The canvas to resize.
*/
var resizeCanvasToDisplaySize = function(canvas) {
if (canvas.width != canvas.clientWidth ||
canvas.height != canvas.clientHeight) {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
}
/* export functions */
this.createProgram = loadProgram;
this.createProgramFromScripts = createProgramFromScripts;
this.createShaderFromScriptElement = createShaderFromScript;
this.getWebGLContext = getWebGLContext;
this.updateCSSIfInIFrame = updateCSSIfInIFrame;
this.getExtensionWithKnownPrefixes = getExtensionWithKnownPrefixes;
this.resizeCanvasToDisplaySize = resizeCanvasToDisplaySize;
/**
* Provides requestAnimationFrame in a cross browser way.
*/
this.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
return window.setTimeout(callback, 1000/60);
};
})();
/**
* Provides cancelRequestAnimationFrame in a cross browser way.
*/
this.cancelRequestAnimFrame = (function() {
return window.cancelCancelRequestAnimationFrame ||
window.webkitCancelRequestAnimationFrame ||
window.mozCancelRequestAnimationFrame ||
window.oCancelRequestAnimationFrame ||
window.msCancelRequestAnimationFrame ||
window.clearTimeout;
})();
}());