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matrix-engine

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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

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/* * 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); } ); })(); }