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webgl.js
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/*
* Copyright 2009, 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 utility functions for o3d running on
* top of webgl. The function o3djs.webgl.makeClients replaces the
* function o3djs.util.makeClients.
*/
o3djs.provide('o3djs.webgl');
o3djs.require('o3djs.effect');
o3djs.require('o3djs.util');
/**
* A Module with various utilities.
* @namespace
*/
o3djs.webgl = o3djs.webgl || {};
/**
* Takes a javascript object containing name-value pairs of options to
* makeClients or createClient and adds options to the default value if they
* aren't already there setting them to the default value.
* @param {Object} The obejct containing options.
*/
o3djs.webgl.setUndefinedOptionsToDefaults_ = function(options) {
/**
* Whether to install debugging functions, and selectable
* @type {boolean}
*/
options.debug = options.debug || false;
/**
* Whether to allow the canvas object created to remain selectable.
* @type {boolean}
*/
options.selectable = options.selectable || false;
};
/**
* Finds all divs with an id that starts with "o3d" and inits a canvas
* under them with o3d client object and the o3d namespace.
* @param {!function(Array.<!Element>): void} callback Function to call when
* client objects have been created.
* @param {Object} opt_options An object mapping various options to their values
* See comment for o3djs.webgl.setUndefinedOptionsToDefaults_ to see what
* options there are.
* @param {string} opt_requiredVersion Ignored in o3d-webgl.
* @param {!function(!o3d.Renderer.InitStatus, string, (string|undefined),
* (string|undefined)): void} opt_failureCallback Called with an error
* string if the client fails to create.
* @param {string} opt_id The id to look for. This can be a regular
* expression. The default is "^o3d".
* @param {string} opt_tag The type of tag to look for. The default is "div".
* @see o3djs.util.informPluginFailure
*/
o3djs.webgl.makeClients = function(callback,
opt_options,
opt_requiredVersion,
opt_failureCallback,
opt_id,
opt_tag) {
opt_failureCallback = opt_failureCallback || o3djs.util.informPluginFailure;
var options = opt_options;
// If opt_options is a string, we assume it's coming from formerly plugin
// code and ignore it. If it's an object, we assume it's the name-value-pair
// object describing the optional arguments to this function.
if (options == undefined || typeof options == 'string') {
options = {};
}
o3djs.webgl.setUndefinedOptionsToDefaults_(options);
var clientElements = [];
var elements = o3djs.util.getO3DContainerElements(opt_id, opt_tag);
for (var ee = 0; ee < elements.length; ++ee) {
var element = elements[ee];
var objElem = o3djs.webgl.createClient(element, options, options.debug);
if (!objElem) {
opt_failureCallback('Failed to create o3d-webgl client object.');
return;
}
clientElements.push(objElem);
}
// Wait for the client elements to be fully initialized. This
// involves waiting for the page to fully layout and the initial
// resize event to be processed.
var clearId = window.setInterval(function() {
for (var cc = 0; cc < clientElements.length; ++cc) {
var element = clientElements[cc];
if (!element.sizeInitialized_) {
return;
}
}
window.clearInterval(clearId);
callback(clientElements);
});
};
/**
* Adds a wrapper object to single gl function context that checks for errors
* before the call.
* @param {WebGLContext} context
* @param {string} fname The name of the function.
* @return {}
*/
o3djs.webgl.createGLErrorWrapper = function(context, fname) {
return function() {
var rv = context[fname].apply(context, arguments);
var err = context.getError();
if (err != 0) {
throw "GL error " + err + " in " + fname;
}
return rv;
};
};
/**
* Adds a wrapper object to a webgl context that checks for errors
* before each function call.
*/
o3djs.webgl.addDebuggingWrapper = function(context) {
// Thanks to Ilmari Heikkinen for the idea on how to implement this
// so elegantly.
var wrap = {};
for (var i in context) {
if (typeof context[i] == 'function') {
wrap[i] = o3djs.webgl.createGLErrorWrapper(context, i);
} else {
wrap[i] = context[i];
}
}
wrap.getError = function() {
return context.getError();
};
return wrap;
};
/**
* Inserts text indicating that a WebGL context could not be created under
* the given node and links to the site about WebGL capable browsers.
*/
o3djs.webgl.webGlCanvasError = function(parentNode, unavailableElement) {
var background = document.createElement('div');
background.style.backgroundColor = '#ccffff';
background.style.textAlign = 'center';
background.style.margin = '10px';
background.style.width = '100%';
background.style.height = '100%';
var messageHTML = '<br/><br/><a href="http://get.webgl.org">' +
'Your browser does not appear to support WebGL.<br/><br/>' +
'Check that WebGL is enabled or click here to upgrade your browser:' +
'</a><br/>';
background.innerHTML = messageHTML;
parentNode.appendChild(background);
};
/**
* Creates a canvas under the given parent element and an o3d.Client
* under that.
*
* @param {!Element} element The element under which to insert the client.
* @param {Object} opt_options A javascript object containing
* @param {boolean} opt_debug Whether gl debugging features should be
* enabled.
* @return {HTMLCanvas} The canvas element, or null if initializaton failed.
*/
o3djs.webgl.createClient = function(element, opt_options, opt_debug) {
var options = opt_options;
// If opt_options is a string, we assume it's coming from formerly plugin
// code and ignore it. If it's an object, we assume it's the name-value-pair
// object describing the optional arguments to this function.
if (opt_options == undefined || typeof opt_options == 'string') {
options = {};
options.debug = opt_debug;
}
o3djs.webgl.setUndefinedOptionsToDefaults_(options);
opt_debug = opt_debug || false;
// If we're creating a webgl client, the assumption is we're using webgl,
// in which case the only acceptable shader language is glsl. So, here
// we set the shader language to glsl.
o3djs.effect.setLanguage('glsl');
// Make the canvas automatically resize to fill the containing
// element (div), and initialize its size correctly.
var canvas;
canvas = document.createElement('canvas');
if (!canvas || !canvas.getContext) {
o3djs.webgl.webGlCanvasError(element, 'HTMLCanvas');
return null;
}
canvas.style.width = "100%";
canvas.style.height = "100%";
var client = new o3d.Client;
var resizeHandler = function() {
var width = Math.max(1, canvas.clientWidth);
var height = Math.max(1, canvas.clientHeight);
canvas.width = width;
canvas.height = height;
canvas.sizeInitialized_ = true;
if (client.gl) {
client.gl.displayInfo = {width: canvas.width, height: canvas.height};
}
};
window.addEventListener('resize', resizeHandler, false);
setTimeout(resizeHandler, 0);
if (!client.initWithCanvas(canvas)) {
o3djs.webgl.webGlCanvasError(element, 'WebGL context');
return null;
}
if (!options.selectable) {
// This keeps the cursor from changing to an I-beam when the user clicks
// and drags. It's easier on the eyes.
function returnFalse() {
return false;
}
canvas.onselectstart = returnFalse;
canvas.onmousedown = returnFalse;
}
canvas.client = client;
canvas.o3d = o3d;
if (options.debug) {
client.gl = o3djs.webgl.addDebuggingWrapper(client.gl);
}
element.appendChild(canvas);
return canvas;
};