matrix-engine
Version:
basic_timeline improved, VT func setup vide html element id with name arg.- DISABLE RAYCAST DEBUG TEST [2.3.3] Fix for GUI win desktop [2.3.0] DestrucMesh solution & loading convex objs for physics BASIC, SpriteAnimation CPU/texture solution added, Improv
163 lines (153 loc) • 5.76 kB
JavaScript
/*
* 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.
*/
export var 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 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">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.
* @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) {
// [ "webgl" , "experimental-webgl", "webkit-3d", "moz-webgl"]
var names;
if (App.openglesShaderVersion == 1.3) {
var names = ['webgl2', 'experimental-webgl', 'webgl2'];
} else {
var names = ['experimental-webgl', '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);
}
);
})();
}