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								lib/cuon-matrix.js
									
									
									
									
									
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								lib/cuon-matrix.js
									
									
									
									
									
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// cuon-matrix.js (c) 2012 kanda and matsuda
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/** 
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 * This is a class treating 4x4 matrix.
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 * This class contains the function that is equivalent to OpenGL matrix stack.
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 * The matrix after conversion is calculated by multiplying a conversion matrix from the right.
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 * The matrix is replaced by the calculated result.
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 */
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/**
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 * Constructor of Matrix4
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 * If opt_src is specified, new matrix is initialized by opt_src.
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 * Otherwise, new matrix is initialized by identity matrix.
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 * @param opt_src source matrix(option)
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 */
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var Matrix4 = function(opt_src) {
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  var i, s, d;
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  if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) {
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    s = opt_src.elements;
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    d = new Float32Array(16);
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    for (i = 0; i < 16; ++i) {
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      d[i] = s[i];
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    }
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    this.elements = d;
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  } else {
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    this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
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  }
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};
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/**
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 * Set the identity matrix.
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 * @return this
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 */
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Matrix4.prototype.setIdentity = function() {
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  var e = this.elements;
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  e[0] = 1;   e[4] = 0;   e[8]  = 0;   e[12] = 0;
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  e[1] = 0;   e[5] = 1;   e[9]  = 0;   e[13] = 0;
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  e[2] = 0;   e[6] = 0;   e[10] = 1;   e[14] = 0;
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  e[3] = 0;   e[7] = 0;   e[11] = 0;   e[15] = 1;
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  return this;
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};
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/**
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 * Copy matrix.
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 * @param src source matrix
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 * @return this
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 */
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Matrix4.prototype.set = function(src) {
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  var i, s, d;
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  s = src.elements;
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  d = this.elements;
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  if (s === d) {
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    return;
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  }
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  for (i = 0; i < 16; ++i) {
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    d[i] = s[i];
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  }
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  return this;
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};
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/**
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 * Multiply the matrix from the right.
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 * @param other The multiply matrix
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 * @return this
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 */
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Matrix4.prototype.concat = function(other) {
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  var i, e, a, b, ai0, ai1, ai2, ai3;
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  // Calculate e = a * b
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  e = this.elements;
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  a = this.elements;
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  b = other.elements;
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  // If e equals b, copy b to temporary matrix.
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  if (e === b) {
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    b = new Float32Array(16);
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    for (i = 0; i < 16; ++i) {
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      b[i] = e[i];
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    }
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  }
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  for (i = 0; i < 4; i++) {
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    ai0=a[i];  ai1=a[i+4];  ai2=a[i+8];  ai3=a[i+12];
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    e[i]    = ai0 * b[0]  + ai1 * b[1]  + ai2 * b[2]  + ai3 * b[3];
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    e[i+4]  = ai0 * b[4]  + ai1 * b[5]  + ai2 * b[6]  + ai3 * b[7];
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    e[i+8]  = ai0 * b[8]  + ai1 * b[9]  + ai2 * b[10] + ai3 * b[11];
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    e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
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  }
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  return this;
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};
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Matrix4.prototype.multiply = Matrix4.prototype.concat;
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/**
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 * Multiply the three-dimensional vector.
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 * @param pos  The multiply vector
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 * @return The result of multiplication(Float32Array)
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 */
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Matrix4.prototype.multiplyVector3 = function(pos) {
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  var e = this.elements;
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  var p = pos.elements;
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  var v = new Vector3();
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  var result = v.elements;
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  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12];
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  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13];
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  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14];
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  return v;
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};
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/**
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 * Multiply the four-dimensional vector.
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 * @param pos  The multiply vector
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 * @return The result of multiplication(Float32Array)
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 */
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Matrix4.prototype.multiplyVector4 = function(pos) {
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  var e = this.elements;
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  var p = pos.elements;
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  var v = new Vector4();
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  var result = v.elements;
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  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12];
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  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13];
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  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14];
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  result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15];
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  return v;
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};
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/**
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 * Transpose the matrix.
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 * @return this
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 */
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Matrix4.prototype.transpose = function() {
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  var e, t;
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  e = this.elements;
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  t = e[ 1];  e[ 1] = e[ 4];  e[ 4] = t;
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  t = e[ 2];  e[ 2] = e[ 8];  e[ 8] = t;
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  t = e[ 3];  e[ 3] = e[12];  e[12] = t;
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  t = e[ 6];  e[ 6] = e[ 9];  e[ 9] = t;
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  t = e[ 7];  e[ 7] = e[13];  e[13] = t;
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  t = e[11];  e[11] = e[14];  e[14] = t;
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  return this;
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};
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/**
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 * Calculate the inverse matrix of specified matrix, and set to this.
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 * @param other The source matrix
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 * @return this
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 */
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Matrix4.prototype.setInverseOf = function(other) {
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  var i, s, d, inv, det;
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  s = other.elements;
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  d = this.elements;
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  inv = new Float32Array(16);
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  inv[0]  =   s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15]
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            + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10];
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  inv[4]  = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15]
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            - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10];
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  inv[8]  =   s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15]
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            + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9];
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  inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14]
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            - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9];
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  inv[1]  = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15]
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            - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10];
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  inv[5]  =   s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15]
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            + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10];
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  inv[9]  = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15]
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            - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9];
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  inv[13] =   s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14]
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            + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9];
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  inv[2]  =   s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15]
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            + s[5]*s[3]*s[14] + s[13]*s[2]*s[7]  - s[13]*s[3]*s[6];
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  inv[6]  = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15]
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            - s[4]*s[3]*s[14] - s[12]*s[2]*s[7]  + s[12]*s[3]*s[6];
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  inv[10] =   s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15]
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            + s[4]*s[3]*s[13] + s[12]*s[1]*s[7]  - s[12]*s[3]*s[5];
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  inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14]
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            - s[4]*s[2]*s[13] - s[12]*s[1]*s[6]  + s[12]*s[2]*s[5];
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  inv[3]  = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11]
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            - s[5]*s[3]*s[10] - s[9]*s[2]*s[7]  + s[9]*s[3]*s[6];
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  inv[7]  =   s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11]
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            + s[4]*s[3]*s[10] + s[8]*s[2]*s[7]  - s[8]*s[3]*s[6];
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  inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9]  + s[4]*s[1]*s[11]
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            - s[4]*s[3]*s[9]  - s[8]*s[1]*s[7]  + s[8]*s[3]*s[5];
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  inv[15] =   s[0]*s[5]*s[10] - s[0]*s[6]*s[9]  - s[4]*s[1]*s[10]
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            + s[4]*s[2]*s[9]  + s[8]*s[1]*s[6]  - s[8]*s[2]*s[5];
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  det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12];
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  if (det === 0) {
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    return this;
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  }
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  det = 1 / det;
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  for (i = 0; i < 16; i++) {
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    d[i] = inv[i] * det;
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  }
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  return this;
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};
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/**
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 * Calculate the inverse matrix of this, and set to this.
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 * @return this
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 */
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Matrix4.prototype.invert = function() {
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  return this.setInverseOf(this);
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};
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/**
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 * Set the orthographic projection matrix.
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 * @param left The coordinate of the left of clipping plane.
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 * @param right The coordinate of the right of clipping plane.
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 * @param bottom The coordinate of the bottom of clipping plane.
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 * @param top The coordinate of the top top clipping plane.
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 * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
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 * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
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 * @return this
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 */
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Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) {
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  var e, rw, rh, rd;
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  if (left === right || bottom === top || near === far) {
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    throw 'null frustum';
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  }
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  rw = 1 / (right - left);
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  rh = 1 / (top - bottom);
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  rd = 1 / (far - near);
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  e = this.elements;
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  e[0]  = 2 * rw;
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  e[1]  = 0;
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  e[2]  = 0;
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  e[3]  = 0;
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  e[4]  = 0;
 | 
			
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  e[5]  = 2 * rh;
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  e[6]  = 0;
 | 
			
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  e[7]  = 0;
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  e[8]  = 0;
 | 
			
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  e[9]  = 0;
 | 
			
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  e[10] = -2 * rd;
 | 
			
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  e[11] = 0;
 | 
			
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 | 
			
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  e[12] = -(right + left) * rw;
 | 
			
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  e[13] = -(top + bottom) * rh;
 | 
			
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  e[14] = -(far + near) * rd;
 | 
			
		||||
  e[15] = 1;
 | 
			
		||||
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the orthographic projection matrix from the right.
 | 
			
		||||
 * @param left The coordinate of the left of clipping plane.
 | 
			
		||||
 * @param right The coordinate of the right of clipping plane.
 | 
			
		||||
 * @param bottom The coordinate of the bottom of clipping plane.
 | 
			
		||||
 * @param top The coordinate of the top top clipping plane.
 | 
			
		||||
 * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
 | 
			
		||||
 * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
 | 
			
		||||
 * @return this
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		||||
 */
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Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) {
 | 
			
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  return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far));
 | 
			
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};
 | 
			
		||||
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		||||
/**
 | 
			
		||||
 * Set the perspective projection matrix.
 | 
			
		||||
 * @param left The coordinate of the left of clipping plane.
 | 
			
		||||
 * @param right The coordinate of the right of clipping plane.
 | 
			
		||||
 * @param bottom The coordinate of the bottom of clipping plane.
 | 
			
		||||
 * @param top The coordinate of the top top clipping plane.
 | 
			
		||||
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) {
 | 
			
		||||
  var e, rw, rh, rd;
 | 
			
		||||
 | 
			
		||||
  if (left === right || top === bottom || near === far) {
 | 
			
		||||
    throw 'null frustum';
 | 
			
		||||
  }
 | 
			
		||||
  if (near <= 0) {
 | 
			
		||||
    throw 'near <= 0';
 | 
			
		||||
  }
 | 
			
		||||
  if (far <= 0) {
 | 
			
		||||
    throw 'far <= 0';
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  rw = 1 / (right - left);
 | 
			
		||||
  rh = 1 / (top - bottom);
 | 
			
		||||
  rd = 1 / (far - near);
 | 
			
		||||
 | 
			
		||||
  e = this.elements;
 | 
			
		||||
 | 
			
		||||
  e[ 0] = 2 * near * rw;
 | 
			
		||||
  e[ 1] = 0;
 | 
			
		||||
  e[ 2] = 0;
 | 
			
		||||
  e[ 3] = 0;
 | 
			
		||||
 | 
			
		||||
  e[ 4] = 0;
 | 
			
		||||
  e[ 5] = 2 * near * rh;
 | 
			
		||||
  e[ 6] = 0;
 | 
			
		||||
  e[ 7] = 0;
 | 
			
		||||
 | 
			
		||||
  e[ 8] = (right + left) * rw;
 | 
			
		||||
  e[ 9] = (top + bottom) * rh;
 | 
			
		||||
  e[10] = -(far + near) * rd;
 | 
			
		||||
  e[11] = -1;
 | 
			
		||||
 | 
			
		||||
  e[12] = 0;
 | 
			
		||||
  e[13] = 0;
 | 
			
		||||
  e[14] = -2 * near * far * rd;
 | 
			
		||||
  e[15] = 0;
 | 
			
		||||
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the perspective projection matrix from the right.
 | 
			
		||||
 * @param left The coordinate of the left of clipping plane.
 | 
			
		||||
 * @param right The coordinate of the right of clipping plane.
 | 
			
		||||
 * @param bottom The coordinate of the bottom of clipping plane.
 | 
			
		||||
 * @param top The coordinate of the top top clipping plane.
 | 
			
		||||
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) {
 | 
			
		||||
  return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far));
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Set the perspective projection matrix by fovy and aspect.
 | 
			
		||||
 * @param fovy The angle between the upper and lower sides of the frustum.
 | 
			
		||||
 * @param aspect The aspect ratio of the frustum. (width/height)
 | 
			
		||||
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
 | 
			
		||||
  var e, rd, s, ct;
 | 
			
		||||
 | 
			
		||||
  if (near === far || aspect === 0) {
 | 
			
		||||
    throw 'null frustum';
 | 
			
		||||
  }
 | 
			
		||||
  if (near <= 0) {
 | 
			
		||||
    throw 'near <= 0';
 | 
			
		||||
  }
 | 
			
		||||
  if (far <= 0) {
 | 
			
		||||
    throw 'far <= 0';
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  fovy = Math.PI * fovy / 180 / 2;
 | 
			
		||||
  s = Math.sin(fovy);
 | 
			
		||||
  if (s === 0) {
 | 
			
		||||
    throw 'null frustum';
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  rd = 1 / (far - near);
 | 
			
		||||
  ct = Math.cos(fovy) / s;
 | 
			
		||||
 | 
			
		||||
  e = this.elements;
 | 
			
		||||
 | 
			
		||||
  e[0]  = ct / aspect;
 | 
			
		||||
  e[1]  = 0;
 | 
			
		||||
  e[2]  = 0;
 | 
			
		||||
  e[3]  = 0;
 | 
			
		||||
 | 
			
		||||
  e[4]  = 0;
 | 
			
		||||
  e[5]  = ct;
 | 
			
		||||
  e[6]  = 0;
 | 
			
		||||
  e[7]  = 0;
 | 
			
		||||
 | 
			
		||||
  e[8]  = 0;
 | 
			
		||||
  e[9]  = 0;
 | 
			
		||||
  e[10] = -(far + near) * rd;
 | 
			
		||||
  e[11] = -1;
 | 
			
		||||
 | 
			
		||||
  e[12] = 0;
 | 
			
		||||
  e[13] = 0;
 | 
			
		||||
  e[14] = -2 * near * far * rd;
 | 
			
		||||
  e[15] = 0;
 | 
			
		||||
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the perspective projection matrix from the right.
 | 
			
		||||
 * @param fovy The angle between the upper and lower sides of the frustum.
 | 
			
		||||
 * @param aspect The aspect ratio of the frustum. (width/height)
 | 
			
		||||
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.perspective = function(fovy, aspect, near, far) {
 | 
			
		||||
  return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far));
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Set the matrix for scaling.
 | 
			
		||||
 * @param x The scale factor along the X axis
 | 
			
		||||
 * @param y The scale factor along the Y axis
 | 
			
		||||
 * @param z The scale factor along the Z axis
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setScale = function(x, y, z) {
 | 
			
		||||
  var e = this.elements;
 | 
			
		||||
  e[0] = x;  e[4] = 0;  e[8]  = 0;  e[12] = 0;
 | 
			
		||||
  e[1] = 0;  e[5] = y;  e[9]  = 0;  e[13] = 0;
 | 
			
		||||
  e[2] = 0;  e[6] = 0;  e[10] = z;  e[14] = 0;
 | 
			
		||||
  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the matrix for scaling from the right.
 | 
			
		||||
 * @param x The scale factor along the X axis
 | 
			
		||||
 * @param y The scale factor along the Y axis
 | 
			
		||||
 * @param z The scale factor along the Z axis
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.scale = function(x, y, z) {
 | 
			
		||||
  var e = this.elements;
 | 
			
		||||
  e[0] *= x;  e[4] *= y;  e[8]  *= z;
 | 
			
		||||
  e[1] *= x;  e[5] *= y;  e[9]  *= z;
 | 
			
		||||
  e[2] *= x;  e[6] *= y;  e[10] *= z;
 | 
			
		||||
  e[3] *= x;  e[7] *= y;  e[11] *= z;
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Set the matrix for translation.
 | 
			
		||||
 * @param x The X value of a translation.
 | 
			
		||||
 * @param y The Y value of a translation.
 | 
			
		||||
 * @param z The Z value of a translation.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setTranslate = function(x, y, z) {
 | 
			
		||||
  var e = this.elements;
 | 
			
		||||
  e[0] = 1;  e[4] = 0;  e[8]  = 0;  e[12] = x;
 | 
			
		||||
  e[1] = 0;  e[5] = 1;  e[9]  = 0;  e[13] = y;
 | 
			
		||||
  e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = z;
 | 
			
		||||
  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the matrix for translation from the right.
 | 
			
		||||
 * @param x The X value of a translation.
 | 
			
		||||
 * @param y The Y value of a translation.
 | 
			
		||||
 * @param z The Z value of a translation.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.translate = function(x, y, z) {
 | 
			
		||||
  var e = this.elements;
 | 
			
		||||
  e[12] += e[0] * x + e[4] * y + e[8]  * z;
 | 
			
		||||
  e[13] += e[1] * x + e[5] * y + e[9]  * z;
 | 
			
		||||
  e[14] += e[2] * x + e[6] * y + e[10] * z;
 | 
			
		||||
  e[15] += e[3] * x + e[7] * y + e[11] * z;
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Set the matrix for rotation.
 | 
			
		||||
 * The vector of rotation axis may not be normalized.
 | 
			
		||||
 * @param angle The angle of rotation (degrees)
 | 
			
		||||
 * @param x The X coordinate of vector of rotation axis.
 | 
			
		||||
 * @param y The Y coordinate of vector of rotation axis.
 | 
			
		||||
 * @param z The Z coordinate of vector of rotation axis.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setRotate = function(angle, x, y, z) {
 | 
			
		||||
  var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs;
 | 
			
		||||
 | 
			
		||||
  angle = Math.PI * angle / 180;
 | 
			
		||||
  e = this.elements;
 | 
			
		||||
 | 
			
		||||
  s = Math.sin(angle);
 | 
			
		||||
  c = Math.cos(angle);
 | 
			
		||||
 | 
			
		||||
  if (0 !== x && 0 === y && 0 === z) {
 | 
			
		||||
    // Rotation around X axis
 | 
			
		||||
    if (x < 0) {
 | 
			
		||||
      s = -s;
 | 
			
		||||
    }
 | 
			
		||||
    e[0] = 1;  e[4] = 0;  e[ 8] = 0;  e[12] = 0;
 | 
			
		||||
    e[1] = 0;  e[5] = c;  e[ 9] =-s;  e[13] = 0;
 | 
			
		||||
    e[2] = 0;  e[6] = s;  e[10] = c;  e[14] = 0;
 | 
			
		||||
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
 | 
			
		||||
  } else if (0 === x && 0 !== y && 0 === z) {
 | 
			
		||||
    // Rotation around Y axis
 | 
			
		||||
    if (y < 0) {
 | 
			
		||||
      s = -s;
 | 
			
		||||
    }
 | 
			
		||||
    e[0] = c;  e[4] = 0;  e[ 8] = s;  e[12] = 0;
 | 
			
		||||
    e[1] = 0;  e[5] = 1;  e[ 9] = 0;  e[13] = 0;
 | 
			
		||||
    e[2] =-s;  e[6] = 0;  e[10] = c;  e[14] = 0;
 | 
			
		||||
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
 | 
			
		||||
  } else if (0 === x && 0 === y && 0 !== z) {
 | 
			
		||||
    // Rotation around Z axis
 | 
			
		||||
    if (z < 0) {
 | 
			
		||||
      s = -s;
 | 
			
		||||
    }
 | 
			
		||||
    e[0] = c;  e[4] =-s;  e[ 8] = 0;  e[12] = 0;
 | 
			
		||||
    e[1] = s;  e[5] = c;  e[ 9] = 0;  e[13] = 0;
 | 
			
		||||
    e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = 0;
 | 
			
		||||
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
 | 
			
		||||
  } else {
 | 
			
		||||
    // Rotation around another axis
 | 
			
		||||
    len = Math.sqrt(x*x + y*y + z*z);
 | 
			
		||||
    if (len !== 1) {
 | 
			
		||||
      rlen = 1 / len;
 | 
			
		||||
      x *= rlen;
 | 
			
		||||
      y *= rlen;
 | 
			
		||||
      z *= rlen;
 | 
			
		||||
    }
 | 
			
		||||
    nc = 1 - c;
 | 
			
		||||
    xy = x * y;
 | 
			
		||||
    yz = y * z;
 | 
			
		||||
    zx = z * x;
 | 
			
		||||
    xs = x * s;
 | 
			
		||||
    ys = y * s;
 | 
			
		||||
    zs = z * s;
 | 
			
		||||
 | 
			
		||||
    e[ 0] = x*x*nc +  c;
 | 
			
		||||
    e[ 1] = xy *nc + zs;
 | 
			
		||||
    e[ 2] = zx *nc - ys;
 | 
			
		||||
    e[ 3] = 0;
 | 
			
		||||
 | 
			
		||||
    e[ 4] = xy *nc - zs;
 | 
			
		||||
    e[ 5] = y*y*nc +  c;
 | 
			
		||||
    e[ 6] = yz *nc + xs;
 | 
			
		||||
    e[ 7] = 0;
 | 
			
		||||
 | 
			
		||||
    e[ 8] = zx *nc + ys;
 | 
			
		||||
    e[ 9] = yz *nc - xs;
 | 
			
		||||
    e[10] = z*z*nc +  c;
 | 
			
		||||
    e[11] = 0;
 | 
			
		||||
 | 
			
		||||
    e[12] = 0;
 | 
			
		||||
    e[13] = 0;
 | 
			
		||||
    e[14] = 0;
 | 
			
		||||
    e[15] = 1;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the matrix for rotation from the right.
 | 
			
		||||
 * The vector of rotation axis may not be normalized.
 | 
			
		||||
 * @param angle The angle of rotation (degrees)
 | 
			
		||||
 * @param x The X coordinate of vector of rotation axis.
 | 
			
		||||
 * @param y The Y coordinate of vector of rotation axis.
 | 
			
		||||
 * @param z The Z coordinate of vector of rotation axis.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.rotate = function(angle, x, y, z) {
 | 
			
		||||
  return this.concat(new Matrix4().setRotate(angle, x, y, z));
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Set the viewing matrix.
 | 
			
		||||
 * @param eyeX, eyeY, eyeZ The position of the eye point.
 | 
			
		||||
 * @param centerX, centerY, centerZ The position of the reference point.
 | 
			
		||||
 * @param upX, upY, upZ The direction of the up vector.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
 | 
			
		||||
  var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz;
 | 
			
		||||
 | 
			
		||||
  fx = centerX - eyeX;
 | 
			
		||||
  fy = centerY - eyeY;
 | 
			
		||||
  fz = centerZ - eyeZ;
 | 
			
		||||
 | 
			
		||||
  // Normalize f.
 | 
			
		||||
  rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz);
 | 
			
		||||
  fx *= rlf;
 | 
			
		||||
  fy *= rlf;
 | 
			
		||||
  fz *= rlf;
 | 
			
		||||
 | 
			
		||||
  // Calculate cross product of f and up.
 | 
			
		||||
  sx = fy * upZ - fz * upY;
 | 
			
		||||
  sy = fz * upX - fx * upZ;
 | 
			
		||||
  sz = fx * upY - fy * upX;
 | 
			
		||||
 | 
			
		||||
  // Normalize s.
 | 
			
		||||
  rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz);
 | 
			
		||||
  sx *= rls;
 | 
			
		||||
  sy *= rls;
 | 
			
		||||
  sz *= rls;
 | 
			
		||||
 | 
			
		||||
  // Calculate cross product of s and f.
 | 
			
		||||
  ux = sy * fz - sz * fy;
 | 
			
		||||
  uy = sz * fx - sx * fz;
 | 
			
		||||
  uz = sx * fy - sy * fx;
 | 
			
		||||
 | 
			
		||||
  // Set to this.
 | 
			
		||||
  e = this.elements;
 | 
			
		||||
  e[0] = sx;
 | 
			
		||||
  e[1] = ux;
 | 
			
		||||
  e[2] = -fx;
 | 
			
		||||
  e[3] = 0;
 | 
			
		||||
 | 
			
		||||
  e[4] = sy;
 | 
			
		||||
  e[5] = uy;
 | 
			
		||||
  e[6] = -fy;
 | 
			
		||||
  e[7] = 0;
 | 
			
		||||
 | 
			
		||||
  e[8] = sz;
 | 
			
		||||
  e[9] = uz;
 | 
			
		||||
  e[10] = -fz;
 | 
			
		||||
  e[11] = 0;
 | 
			
		||||
 | 
			
		||||
  e[12] = 0;
 | 
			
		||||
  e[13] = 0;
 | 
			
		||||
  e[14] = 0;
 | 
			
		||||
  e[15] = 1;
 | 
			
		||||
 | 
			
		||||
  // Translate.
 | 
			
		||||
  return this.translate(-eyeX, -eyeY, -eyeZ);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the viewing matrix from the right.
 | 
			
		||||
 * @param eyeX, eyeY, eyeZ The position of the eye point.
 | 
			
		||||
 * @param centerX, centerY, centerZ The position of the reference point.
 | 
			
		||||
 * @param upX, upY, upZ The direction of the up vector.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
 | 
			
		||||
  return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ));
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the matrix for project vertex to plane from the right.
 | 
			
		||||
 * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0".
 | 
			
		||||
 * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light.
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.dropShadow = function(plane, light) {
 | 
			
		||||
  var mat = new Matrix4();
 | 
			
		||||
  var e = mat.elements;
 | 
			
		||||
 | 
			
		||||
  var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3];
 | 
			
		||||
 | 
			
		||||
  e[ 0] = dot - light[0] * plane[0];
 | 
			
		||||
  e[ 1] =     - light[1] * plane[0];
 | 
			
		||||
  e[ 2] =     - light[2] * plane[0];
 | 
			
		||||
  e[ 3] =     - light[3] * plane[0];
 | 
			
		||||
 | 
			
		||||
  e[ 4] =     - light[0] * plane[1];
 | 
			
		||||
  e[ 5] = dot - light[1] * plane[1];
 | 
			
		||||
  e[ 6] =     - light[2] * plane[1];
 | 
			
		||||
  e[ 7] =     - light[3] * plane[1];
 | 
			
		||||
 | 
			
		||||
  e[ 8] =     - light[0] * plane[2];
 | 
			
		||||
  e[ 9] =     - light[1] * plane[2];
 | 
			
		||||
  e[10] = dot - light[2] * plane[2];
 | 
			
		||||
  e[11] =     - light[3] * plane[2];
 | 
			
		||||
 | 
			
		||||
  e[12] =     - light[0] * plane[3];
 | 
			
		||||
  e[13] =     - light[1] * plane[3];
 | 
			
		||||
  e[14] =     - light[2] * plane[3];
 | 
			
		||||
  e[15] = dot - light[3] * plane[3];
 | 
			
		||||
 | 
			
		||||
  return this.concat(mat);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.)
 | 
			
		||||
 * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.)
 | 
			
		||||
 * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane.
 | 
			
		||||
 * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.)
 | 
			
		||||
 * @return this
 | 
			
		||||
 */
 | 
			
		||||
Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) {
 | 
			
		||||
  var a = planeX * normX + planeY * normY + planeZ * normZ;
 | 
			
		||||
  return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Constructor of Vector3
 | 
			
		||||
 * If opt_src is specified, new vector is initialized by opt_src.
 | 
			
		||||
 * @param opt_src source vector(option)
 | 
			
		||||
 */
 | 
			
		||||
var Vector3 = function(opt_src) {
 | 
			
		||||
  var v = new Float32Array(3);
 | 
			
		||||
  if (opt_src && typeof opt_src === 'object') {
 | 
			
		||||
    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2];
 | 
			
		||||
  } 
 | 
			
		||||
  this.elements = v;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
  * Normalize.
 | 
			
		||||
  * @return this
 | 
			
		||||
  */
 | 
			
		||||
Vector3.prototype.normalize = function() {
 | 
			
		||||
  var v = this.elements;
 | 
			
		||||
  var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e);
 | 
			
		||||
  if(g){
 | 
			
		||||
    if(g == 1)
 | 
			
		||||
        return this;
 | 
			
		||||
   } else {
 | 
			
		||||
     v[0] = 0; v[1] = 0; v[2] = 0;
 | 
			
		||||
     return this;
 | 
			
		||||
   }
 | 
			
		||||
   g = 1/g;
 | 
			
		||||
   v[0] = c*g; v[1] = d*g; v[2] = e*g;
 | 
			
		||||
   return this;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Constructor of Vector4
 | 
			
		||||
 * If opt_src is specified, new vector is initialized by opt_src.
 | 
			
		||||
 * @param opt_src source vector(option)
 | 
			
		||||
 */
 | 
			
		||||
var Vector4 = function(opt_src) {
 | 
			
		||||
  var v = new Float32Array(4);
 | 
			
		||||
  if (opt_src && typeof opt_src === 'object') {
 | 
			
		||||
    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3];
 | 
			
		||||
  } 
 | 
			
		||||
  this.elements = v;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										113
									
								
								lib/cuon-utils.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										113
									
								
								lib/cuon-utils.js
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,113 @@
 | 
			
		||||
// cuon-utils.js (c) 2012 kanda and matsuda
 | 
			
		||||
/**
 | 
			
		||||
 * Create a program object and make current
 | 
			
		||||
 * @param gl GL context
 | 
			
		||||
 * @param vshader a vertex shader program (string)
 | 
			
		||||
 * @param fshader a fragment shader program (string)
 | 
			
		||||
 * @return true, if the program object was created and successfully made current 
 | 
			
		||||
 */
 | 
			
		||||
function initShaders(gl, vshader, fshader) {
 | 
			
		||||
  var program = createProgram(gl, vshader, fshader);
 | 
			
		||||
  if (!program) {
 | 
			
		||||
    console.log('Failed to create program');
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  gl.useProgram(program);
 | 
			
		||||
  gl.program = program;
 | 
			
		||||
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Create the linked program object
 | 
			
		||||
 * @param gl GL context
 | 
			
		||||
 * @param vshader a vertex shader program (string)
 | 
			
		||||
 * @param fshader a fragment shader program (string)
 | 
			
		||||
 * @return created program object, or null if the creation has failed
 | 
			
		||||
 */
 | 
			
		||||
function createProgram(gl, vshader, fshader) {
 | 
			
		||||
  // Create shader object
 | 
			
		||||
  var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
 | 
			
		||||
  var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
 | 
			
		||||
  if (!vertexShader || !fragmentShader) {
 | 
			
		||||
    return null;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Create a program object
 | 
			
		||||
  var program = gl.createProgram();
 | 
			
		||||
  if (!program) {
 | 
			
		||||
    return null;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Attach the shader objects
 | 
			
		||||
  gl.attachShader(program, vertexShader);
 | 
			
		||||
  gl.attachShader(program, fragmentShader);
 | 
			
		||||
 | 
			
		||||
  // Link the program object
 | 
			
		||||
  gl.linkProgram(program);
 | 
			
		||||
 | 
			
		||||
  // Check the result of linking
 | 
			
		||||
  var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
 | 
			
		||||
  if (!linked) {
 | 
			
		||||
    var error = gl.getProgramInfoLog(program);
 | 
			
		||||
    console.log('Failed to link program: ' + error);
 | 
			
		||||
    gl.deleteProgram(program);
 | 
			
		||||
    gl.deleteShader(fragmentShader);
 | 
			
		||||
    gl.deleteShader(vertexShader);
 | 
			
		||||
    return null;
 | 
			
		||||
  }
 | 
			
		||||
  return program;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Create a shader object
 | 
			
		||||
 * @param gl GL context
 | 
			
		||||
 * @param type the type of the shader object to be created
 | 
			
		||||
 * @param source shader program (string)
 | 
			
		||||
 * @return created shader object, or null if the creation has failed.
 | 
			
		||||
 */
 | 
			
		||||
function loadShader(gl, type, source) {
 | 
			
		||||
  // Create shader object
 | 
			
		||||
  var shader = gl.createShader(type);
 | 
			
		||||
  if (shader == null) {
 | 
			
		||||
    console.log('unable to create shader');
 | 
			
		||||
    return null;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Set the shader program
 | 
			
		||||
  gl.shaderSource(shader, source);
 | 
			
		||||
 | 
			
		||||
  // Compile the shader
 | 
			
		||||
  gl.compileShader(shader);
 | 
			
		||||
 | 
			
		||||
  // Check the result of compilation
 | 
			
		||||
  var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
 | 
			
		||||
  if (!compiled) {
 | 
			
		||||
    var error = gl.getShaderInfoLog(shader);
 | 
			
		||||
    console.log('Failed to compile shader: ' + error);
 | 
			
		||||
    gl.deleteShader(shader);
 | 
			
		||||
    return null;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  return shader;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/** 
 | 
			
		||||
 * Initialize and get the rendering for WebGL
 | 
			
		||||
 * @param canvas <cavnas> element
 | 
			
		||||
 * @param opt_debug flag to initialize the context for debugging
 | 
			
		||||
 * @return the rendering context for WebGL
 | 
			
		||||
 */
 | 
			
		||||
function getWebGLContext(canvas, opt_debug) {
 | 
			
		||||
  // Get the rendering context for WebGL
 | 
			
		||||
  var gl = WebGLUtils.setupWebGL(canvas);
 | 
			
		||||
  if (!gl) return null;
 | 
			
		||||
 | 
			
		||||
  // if opt_debug is explicitly false, create the context for debugging
 | 
			
		||||
  if (arguments.length < 2 || opt_debug) {
 | 
			
		||||
    gl = WebGLDebugUtils.makeDebugContext(gl);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  return gl;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										677
									
								
								lib/webgl-debug.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										677
									
								
								lib/webgl-debug.js
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,677 @@
 | 
			
		||||
//Copyright (c) 2009 The Chromium Authors. All rights reserved.
 | 
			
		||||
//Use of this source code is governed by a BSD-style license that can be
 | 
			
		||||
//found in the LICENSE file.
 | 
			
		||||
 | 
			
		||||
// Various functions for helping debug WebGL apps.
 | 
			
		||||
 | 
			
		||||
WebGLDebugUtils = function() {
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Wrapped logging function.
 | 
			
		||||
 * @param {string} msg Message to log.
 | 
			
		||||
 */
 | 
			
		||||
var log = function(msg) {
 | 
			
		||||
  if (window.console && window.console.log) {
 | 
			
		||||
    window.console.log(msg);
 | 
			
		||||
  }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Which arguements are enums.
 | 
			
		||||
 * @type {!Object.<number, string>}
 | 
			
		||||
 */
 | 
			
		||||
var glValidEnumContexts = {
 | 
			
		||||
 | 
			
		||||
  // Generic setters and getters
 | 
			
		||||
 | 
			
		||||
  'enable': { 0:true },
 | 
			
		||||
  'disable': { 0:true },
 | 
			
		||||
  'getParameter': { 0:true },
 | 
			
		||||
 | 
			
		||||
  // Rendering
 | 
			
		||||
 | 
			
		||||
  'drawArrays': { 0:true },
 | 
			
		||||
  'drawElements': { 0:true, 2:true },
 | 
			
		||||
 | 
			
		||||
  // Shaders
 | 
			
		||||
 | 
			
		||||
  'createShader': { 0:true },
 | 
			
		||||
  'getShaderParameter': { 1:true },
 | 
			
		||||
  'getProgramParameter': { 1:true },
 | 
			
		||||
 | 
			
		||||
  // Vertex attributes
 | 
			
		||||
 | 
			
		||||
  'getVertexAttrib': { 1:true },
 | 
			
		||||
  'vertexAttribPointer': { 2:true },
 | 
			
		||||
 | 
			
		||||
  // Textures
 | 
			
		||||
 | 
			
		||||
  'bindTexture': { 0:true },
 | 
			
		||||
  'activeTexture': { 0:true },
 | 
			
		||||
  'getTexParameter': { 0:true, 1:true },
 | 
			
		||||
  'texParameterf': { 0:true, 1:true },
 | 
			
		||||
  'texParameteri': { 0:true, 1:true, 2:true },
 | 
			
		||||
  'texImage2D': { 0:true, 2:true, 6:true, 7:true },
 | 
			
		||||
  'texSubImage2D': { 0:true, 6:true, 7:true },
 | 
			
		||||
  'copyTexImage2D': { 0:true, 2:true },
 | 
			
		||||
  'copyTexSubImage2D': { 0:true },
 | 
			
		||||
  'generateMipmap': { 0:true },
 | 
			
		||||
 | 
			
		||||
  // Buffer objects
 | 
			
		||||
 | 
			
		||||
  'bindBuffer': { 0:true },
 | 
			
		||||
  'bufferData': { 0:true, 2:true },
 | 
			
		||||
  'bufferSubData': { 0:true },
 | 
			
		||||
  'getBufferParameter': { 0:true, 1:true },
 | 
			
		||||
 | 
			
		||||
  // Renderbuffers and framebuffers
 | 
			
		||||
 | 
			
		||||
  'pixelStorei': { 0:true, 1:true },
 | 
			
		||||
  'readPixels': { 4:true, 5:true },
 | 
			
		||||
  'bindRenderbuffer': { 0:true },
 | 
			
		||||
  'bindFramebuffer': { 0:true },
 | 
			
		||||
  'checkFramebufferStatus': { 0:true },
 | 
			
		||||
  'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
 | 
			
		||||
  'framebufferTexture2D': { 0:true, 1:true, 2:true },
 | 
			
		||||
  'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
 | 
			
		||||
  'getRenderbufferParameter': { 0:true, 1:true },
 | 
			
		||||
  'renderbufferStorage': { 0:true, 1:true },
 | 
			
		||||
 | 
			
		||||
  // Frame buffer operations (clear, blend, depth test, stencil)
 | 
			
		||||
 | 
			
		||||
  'clear': { 0:true },
 | 
			
		||||
  'depthFunc': { 0:true },
 | 
			
		||||
  'blendFunc': { 0:true, 1:true },
 | 
			
		||||
  'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
 | 
			
		||||
  'blendEquation': { 0:true },
 | 
			
		||||
  'blendEquationSeparate': { 0:true, 1:true },
 | 
			
		||||
  'stencilFunc': { 0:true },
 | 
			
		||||
  'stencilFuncSeparate': { 0:true, 1:true },
 | 
			
		||||
  'stencilMaskSeparate': { 0:true },
 | 
			
		||||
  'stencilOp': { 0:true, 1:true, 2:true },
 | 
			
		||||
  'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
 | 
			
		||||
 | 
			
		||||
  // Culling
 | 
			
		||||
 | 
			
		||||
  'cullFace': { 0:true },
 | 
			
		||||
  'frontFace': { 0:true },
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Map of numbers to names.
 | 
			
		||||
 * @type {Object}
 | 
			
		||||
 */
 | 
			
		||||
var glEnums = null;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Initializes this module. Safe to call more than once.
 | 
			
		||||
 * @param {!WebGLRenderingContext} ctx A WebGL context. If
 | 
			
		||||
 *    you have more than one context it doesn't matter which one
 | 
			
		||||
 *    you pass in, it is only used to pull out constants.
 | 
			
		||||
 */
 | 
			
		||||
function init(ctx) {
 | 
			
		||||
  if (glEnums == null) {
 | 
			
		||||
    glEnums = { };
 | 
			
		||||
    for (var propertyName in ctx) {
 | 
			
		||||
      if (typeof ctx[propertyName] == 'number') {
 | 
			
		||||
        glEnums[ctx[propertyName]] = propertyName;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Checks the utils have been initialized.
 | 
			
		||||
 */
 | 
			
		||||
function checkInit() {
 | 
			
		||||
  if (glEnums == null) {
 | 
			
		||||
    throw 'WebGLDebugUtils.init(ctx) not called';
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Returns true or false if value matches any WebGL enum
 | 
			
		||||
 * @param {*} value Value to check if it might be an enum.
 | 
			
		||||
 * @return {boolean} True if value matches one of the WebGL defined enums
 | 
			
		||||
 */
 | 
			
		||||
function mightBeEnum(value) {
 | 
			
		||||
  checkInit();
 | 
			
		||||
  return (glEnums[value] !== undefined);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Gets an string version of an WebGL enum.
 | 
			
		||||
 *
 | 
			
		||||
 * Example:
 | 
			
		||||
 *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
 | 
			
		||||
 *
 | 
			
		||||
 * @param {number} value Value to return an enum for
 | 
			
		||||
 * @return {string} The string version of the enum.
 | 
			
		||||
 */
 | 
			
		||||
function glEnumToString(value) {
 | 
			
		||||
  checkInit();
 | 
			
		||||
  var name = glEnums[value];
 | 
			
		||||
  return (name !== undefined) ? name :
 | 
			
		||||
      ("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Returns the string version of a WebGL argument.
 | 
			
		||||
 * Attempts to convert enum arguments to strings.
 | 
			
		||||
 * @param {string} functionName the name of the WebGL function.
 | 
			
		||||
 * @param {number} argumentIndx the index of the argument.
 | 
			
		||||
 * @param {*} value The value of the argument.
 | 
			
		||||
 * @return {string} The value as a string.
 | 
			
		||||
 */
 | 
			
		||||
function glFunctionArgToString(functionName, argumentIndex, value) {
 | 
			
		||||
  var funcInfo = glValidEnumContexts[functionName];
 | 
			
		||||
  if (funcInfo !== undefined) {
 | 
			
		||||
    if (funcInfo[argumentIndex]) {
 | 
			
		||||
      return glEnumToString(value);
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
  return value.toString();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Given a WebGL context returns a wrapped context that calls
 | 
			
		||||
 * gl.getError after every command and calls a function if the
 | 
			
		||||
 * result is not gl.NO_ERROR.
 | 
			
		||||
 *
 | 
			
		||||
 * @param {!WebGLRenderingContext} ctx The webgl context to
 | 
			
		||||
 *        wrap.
 | 
			
		||||
 * @param {!function(err, funcName, args): void} opt_onErrorFunc
 | 
			
		||||
 *        The function to call when gl.getError returns an
 | 
			
		||||
 *        error. If not specified the default function calls
 | 
			
		||||
 *        console.log with a message.
 | 
			
		||||
 */
 | 
			
		||||
function makeDebugContext(ctx, opt_onErrorFunc) {
 | 
			
		||||
  init(ctx);
 | 
			
		||||
  opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
 | 
			
		||||
        // apparently we can't do args.join(",");
 | 
			
		||||
        var argStr = "";
 | 
			
		||||
        for (var ii = 0; ii < args.length; ++ii) {
 | 
			
		||||
          argStr += ((ii == 0) ? '' : ', ') +
 | 
			
		||||
              glFunctionArgToString(functionName, ii, args[ii]);
 | 
			
		||||
        }
 | 
			
		||||
        log("WebGL error "+ glEnumToString(err) + " in "+ functionName +
 | 
			
		||||
            "(" + argStr + ")");
 | 
			
		||||
      };
 | 
			
		||||
 | 
			
		||||
  // Holds booleans for each GL error so after we get the error ourselves
 | 
			
		||||
  // we can still return it to the client app.
 | 
			
		||||
  var glErrorShadow = { };
 | 
			
		||||
 | 
			
		||||
  // Makes a function that calls a WebGL function and then calls getError.
 | 
			
		||||
  function makeErrorWrapper(ctx, functionName) {
 | 
			
		||||
    return function() {
 | 
			
		||||
      var result = ctx[functionName].apply(ctx, arguments);
 | 
			
		||||
      var err = ctx.getError();
 | 
			
		||||
      if (err != 0) {
 | 
			
		||||
        glErrorShadow[err] = true;
 | 
			
		||||
        opt_onErrorFunc(err, functionName, arguments);
 | 
			
		||||
      }
 | 
			
		||||
      return result;
 | 
			
		||||
    };
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Make a an object that has a copy of every property of the WebGL context
 | 
			
		||||
  // but wraps all functions.
 | 
			
		||||
  var wrapper = {};
 | 
			
		||||
  for (var propertyName in ctx) {
 | 
			
		||||
    if (typeof ctx[propertyName] == 'function') {
 | 
			
		||||
       wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
 | 
			
		||||
     } else {
 | 
			
		||||
       wrapper[propertyName] = ctx[propertyName];
 | 
			
		||||
     }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Override the getError function with one that returns our saved results.
 | 
			
		||||
  wrapper.getError = function() {
 | 
			
		||||
    for (var err in glErrorShadow) {
 | 
			
		||||
      if (glErrorShadow[err]) {
 | 
			
		||||
        glErrorShadow[err] = false;
 | 
			
		||||
        return err;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
    return ctx.NO_ERROR;
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  return wrapper;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function resetToInitialState(ctx) {
 | 
			
		||||
  var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
 | 
			
		||||
  var tmp = ctx.createBuffer();
 | 
			
		||||
  ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
 | 
			
		||||
  for (var ii = 0; ii < numAttribs; ++ii) {
 | 
			
		||||
    ctx.disableVertexAttribArray(ii);
 | 
			
		||||
    ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
 | 
			
		||||
    ctx.vertexAttrib1f(ii, 0);
 | 
			
		||||
  }
 | 
			
		||||
  ctx.deleteBuffer(tmp);
 | 
			
		||||
 | 
			
		||||
  var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
 | 
			
		||||
  for (var ii = 0; ii < numTextureUnits; ++ii) {
 | 
			
		||||
    ctx.activeTexture(ctx.TEXTURE0 + ii);
 | 
			
		||||
    ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
 | 
			
		||||
    ctx.bindTexture(ctx.TEXTURE_2D, null);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  ctx.activeTexture(ctx.TEXTURE0);
 | 
			
		||||
  ctx.useProgram(null);
 | 
			
		||||
  ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
 | 
			
		||||
  ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
 | 
			
		||||
  ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
 | 
			
		||||
  ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
 | 
			
		||||
  ctx.disable(ctx.BLEND);
 | 
			
		||||
  ctx.disable(ctx.CULL_FACE);
 | 
			
		||||
  ctx.disable(ctx.DEPTH_TEST);
 | 
			
		||||
  ctx.disable(ctx.DITHER);
 | 
			
		||||
  ctx.disable(ctx.SCISSOR_TEST);
 | 
			
		||||
  ctx.blendColor(0, 0, 0, 0);
 | 
			
		||||
  ctx.blendEquation(ctx.FUNC_ADD);
 | 
			
		||||
  ctx.blendFunc(ctx.ONE, ctx.ZERO);
 | 
			
		||||
  ctx.clearColor(0, 0, 0, 0);
 | 
			
		||||
  ctx.clearDepth(1);
 | 
			
		||||
  ctx.clearStencil(-1);
 | 
			
		||||
  ctx.colorMask(true, true, true, true);
 | 
			
		||||
  ctx.cullFace(ctx.BACK);
 | 
			
		||||
  ctx.depthFunc(ctx.LESS);
 | 
			
		||||
  ctx.depthMask(true);
 | 
			
		||||
  ctx.depthRange(0, 1);
 | 
			
		||||
  ctx.frontFace(ctx.CCW);
 | 
			
		||||
  ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
 | 
			
		||||
  ctx.lineWidth(1);
 | 
			
		||||
  ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
 | 
			
		||||
  ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
 | 
			
		||||
  ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
 | 
			
		||||
  ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
 | 
			
		||||
  // TODO: Delete this IF.
 | 
			
		||||
  if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
 | 
			
		||||
    ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
 | 
			
		||||
  }
 | 
			
		||||
  ctx.polygonOffset(0, 0);
 | 
			
		||||
  ctx.sampleCoverage(1, false);
 | 
			
		||||
  ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
 | 
			
		||||
  ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
 | 
			
		||||
  ctx.stencilMask(0xFFFFFFFF);
 | 
			
		||||
  ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
 | 
			
		||||
  ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight);
 | 
			
		||||
  ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
  // TODO: This should NOT be needed but Firefox fails with 'hint'
 | 
			
		||||
  while(ctx.getError());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function makeLostContextSimulatingContext(ctx) {
 | 
			
		||||
  var wrapper_ = {};
 | 
			
		||||
  var contextId_ = 1;
 | 
			
		||||
  var contextLost_ = false;
 | 
			
		||||
  var resourceId_ = 0;
 | 
			
		||||
  var resourceDb_ = [];
 | 
			
		||||
  var onLost_ = undefined;
 | 
			
		||||
  var onRestored_ = undefined;
 | 
			
		||||
  var nextOnRestored_ = undefined;
 | 
			
		||||
 | 
			
		||||
  // Holds booleans for each GL error so can simulate errors.
 | 
			
		||||
  var glErrorShadow_ = { };
 | 
			
		||||
 | 
			
		||||
  function isWebGLObject(obj) {
 | 
			
		||||
    //return false;
 | 
			
		||||
    return (obj instanceof WebGLBuffer ||
 | 
			
		||||
            obj instanceof WebGLFramebuffer ||
 | 
			
		||||
            obj instanceof WebGLProgram ||
 | 
			
		||||
            obj instanceof WebGLRenderbuffer ||
 | 
			
		||||
            obj instanceof WebGLShader ||
 | 
			
		||||
            obj instanceof WebGLTexture);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  function checkResources(args) {
 | 
			
		||||
    for (var ii = 0; ii < args.length; ++ii) {
 | 
			
		||||
      var arg = args[ii];
 | 
			
		||||
      if (isWebGLObject(arg)) {
 | 
			
		||||
        return arg.__webglDebugContextLostId__ == contextId_;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
    return true;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  function clearErrors() {
 | 
			
		||||
    var k = Object.keys(glErrorShadow_);
 | 
			
		||||
    for (var ii = 0; ii < k.length; ++ii) {
 | 
			
		||||
      delete glErrorShdow_[k];
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // Makes a function that simulates WebGL when out of context.
 | 
			
		||||
  function makeLostContextWrapper(ctx, functionName) {
 | 
			
		||||
    var f = ctx[functionName];
 | 
			
		||||
    return function() {
 | 
			
		||||
      // Only call the functions if the context is not lost.
 | 
			
		||||
      if (!contextLost_) {
 | 
			
		||||
        if (!checkResources(arguments)) {
 | 
			
		||||
          glErrorShadow_[ctx.INVALID_OPERATION] = true;
 | 
			
		||||
          return;
 | 
			
		||||
        }
 | 
			
		||||
        var result = f.apply(ctx, arguments);
 | 
			
		||||
        return result;
 | 
			
		||||
      }
 | 
			
		||||
    };
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  for (var propertyName in ctx) {
 | 
			
		||||
    if (typeof ctx[propertyName] == 'function') {
 | 
			
		||||
       wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName);
 | 
			
		||||
     } else {
 | 
			
		||||
       wrapper_[propertyName] = ctx[propertyName];
 | 
			
		||||
     }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  function makeWebGLContextEvent(statusMessage) {
 | 
			
		||||
    return {statusMessage: statusMessage};
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  function freeResources() {
 | 
			
		||||
    for (var ii = 0; ii < resourceDb_.length; ++ii) {
 | 
			
		||||
      var resource = resourceDb_[ii];
 | 
			
		||||
      if (resource instanceof WebGLBuffer) {
 | 
			
		||||
        ctx.deleteBuffer(resource);
 | 
			
		||||
      } else if (resource instanceof WebctxFramebuffer) {
 | 
			
		||||
        ctx.deleteFramebuffer(resource);
 | 
			
		||||
      } else if (resource instanceof WebctxProgram) {
 | 
			
		||||
        ctx.deleteProgram(resource);
 | 
			
		||||
      } else if (resource instanceof WebctxRenderbuffer) {
 | 
			
		||||
        ctx.deleteRenderbuffer(resource);
 | 
			
		||||
      } else if (resource instanceof WebctxShader) {
 | 
			
		||||
        ctx.deleteShader(resource);
 | 
			
		||||
      } else if (resource instanceof WebctxTexture) {
 | 
			
		||||
        ctx.deleteTexture(resource);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  wrapper_.loseContext = function() {
 | 
			
		||||
    if (!contextLost_) {
 | 
			
		||||
      contextLost_ = true;
 | 
			
		||||
      ++contextId_;
 | 
			
		||||
      while (ctx.getError());
 | 
			
		||||
      clearErrors();
 | 
			
		||||
      glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true;
 | 
			
		||||
      setTimeout(function() {
 | 
			
		||||
          if (onLost_) {
 | 
			
		||||
            onLost_(makeWebGLContextEvent("context lost"));
 | 
			
		||||
          }
 | 
			
		||||
        }, 0);
 | 
			
		||||
    }
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  wrapper_.restoreContext = function() {
 | 
			
		||||
    if (contextLost_) {
 | 
			
		||||
      if (onRestored_) {
 | 
			
		||||
        setTimeout(function() {
 | 
			
		||||
            freeResources();
 | 
			
		||||
            resetToInitialState(ctx);
 | 
			
		||||
            contextLost_ = false;
 | 
			
		||||
            if (onRestored_) {
 | 
			
		||||
              var callback = onRestored_;
 | 
			
		||||
              onRestored_ = nextOnRestored_;
 | 
			
		||||
              nextOnRestored_ = undefined;
 | 
			
		||||
              callback(makeWebGLContextEvent("context restored"));
 | 
			
		||||
            }
 | 
			
		||||
          }, 0);
 | 
			
		||||
      } else {
 | 
			
		||||
        throw "You can not restore the context without a listener"
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  // Wrap a few functions specially.
 | 
			
		||||
  wrapper_.getError = function() {
 | 
			
		||||
    if (!contextLost_) {
 | 
			
		||||
      var err;
 | 
			
		||||
      while (err = ctx.getError()) {
 | 
			
		||||
        glErrorShadow_[err] = true;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
    for (var err in glErrorShadow_) {
 | 
			
		||||
      if (glErrorShadow_[err]) {
 | 
			
		||||
        delete glErrorShadow_[err];
 | 
			
		||||
        return err;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
    return ctx.NO_ERROR;
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  var creationFunctions = [
 | 
			
		||||
    "createBuffer",
 | 
			
		||||
    "createFramebuffer",
 | 
			
		||||
    "createProgram",
 | 
			
		||||
    "createRenderbuffer",
 | 
			
		||||
    "createShader",
 | 
			
		||||
    "createTexture"
 | 
			
		||||
  ];
 | 
			
		||||
  for (var ii = 0; ii < creationFunctions.length; ++ii) {
 | 
			
		||||
    var functionName = creationFunctions[ii];
 | 
			
		||||
    wrapper_[functionName] = function(f) {
 | 
			
		||||
      return function() {
 | 
			
		||||
        if (contextLost_) {
 | 
			
		||||
          return null;
 | 
			
		||||
        }
 | 
			
		||||
        var obj = f.apply(ctx, arguments);
 | 
			
		||||
        obj.__webglDebugContextLostId__ = contextId_;
 | 
			
		||||
        resourceDb_.push(obj);
 | 
			
		||||
        return obj;
 | 
			
		||||
      };
 | 
			
		||||
    }(ctx[functionName]);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  var functionsThatShouldReturnNull = [
 | 
			
		||||
    "getActiveAttrib",
 | 
			
		||||
    "getActiveUniform",
 | 
			
		||||
    "getBufferParameter",
 | 
			
		||||
    "getContextAttributes",
 | 
			
		||||
    "getAttachedShaders",
 | 
			
		||||
    "getFramebufferAttachmentParameter",
 | 
			
		||||
    "getParameter",
 | 
			
		||||
    "getProgramParameter",
 | 
			
		||||
    "getProgramInfoLog",
 | 
			
		||||
    "getRenderbufferParameter",
 | 
			
		||||
    "getShaderParameter",
 | 
			
		||||
    "getShaderInfoLog",
 | 
			
		||||
    "getShaderSource",
 | 
			
		||||
    "getTexParameter",
 | 
			
		||||
    "getUniform",
 | 
			
		||||
    "getUniformLocation",
 | 
			
		||||
    "getVertexAttrib"
 | 
			
		||||
  ];
 | 
			
		||||
  for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
 | 
			
		||||
    var functionName = functionsThatShouldReturnNull[ii];
 | 
			
		||||
    wrapper_[functionName] = function(f) {
 | 
			
		||||
      return function() {
 | 
			
		||||
        if (contextLost_) {
 | 
			
		||||
          return null;
 | 
			
		||||
        }
 | 
			
		||||
        return f.apply(ctx, arguments);
 | 
			
		||||
      }
 | 
			
		||||
    }(wrapper_[functionName]);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  var isFunctions = [
 | 
			
		||||
    "isBuffer",
 | 
			
		||||
    "isEnabled",
 | 
			
		||||
    "isFramebuffer",
 | 
			
		||||
    "isProgram",
 | 
			
		||||
    "isRenderbuffer",
 | 
			
		||||
    "isShader",
 | 
			
		||||
    "isTexture"
 | 
			
		||||
  ];
 | 
			
		||||
  for (var ii = 0; ii < isFunctions.length; ++ii) {
 | 
			
		||||
    var functionName = isFunctions[ii];
 | 
			
		||||
    wrapper_[functionName] = function(f) {
 | 
			
		||||
      return function() {
 | 
			
		||||
        if (contextLost_) {
 | 
			
		||||
          return false;
 | 
			
		||||
        }
 | 
			
		||||
        return f.apply(ctx, arguments);
 | 
			
		||||
      }
 | 
			
		||||
    }(wrapper_[functionName]);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  wrapper_.checkFramebufferStatus = function(f) {
 | 
			
		||||
    return function() {
 | 
			
		||||
      if (contextLost_) {
 | 
			
		||||
        return ctx.FRAMEBUFFER_UNSUPPORTED;
 | 
			
		||||
      }
 | 
			
		||||
      return f.apply(ctx, arguments);
 | 
			
		||||
    };
 | 
			
		||||
  }(wrapper_.checkFramebufferStatus);
 | 
			
		||||
 | 
			
		||||
  wrapper_.getAttribLocation = function(f) {
 | 
			
		||||
    return function() {
 | 
			
		||||
      if (contextLost_) {
 | 
			
		||||
        return -1;
 | 
			
		||||
      }
 | 
			
		||||
      return f.apply(ctx, arguments);
 | 
			
		||||
    };
 | 
			
		||||
  }(wrapper_.getAttribLocation);
 | 
			
		||||
 | 
			
		||||
  wrapper_.getVertexAttribOffset = function(f) {
 | 
			
		||||
    return function() {
 | 
			
		||||
      if (contextLost_) {
 | 
			
		||||
        return 0;
 | 
			
		||||
      }
 | 
			
		||||
      return f.apply(ctx, arguments);
 | 
			
		||||
    };
 | 
			
		||||
  }(wrapper_.getVertexAttribOffset);
 | 
			
		||||
 | 
			
		||||
  wrapper_.isContextLost = function() {
 | 
			
		||||
    return contextLost_;
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  function wrapEvent(listener) {
 | 
			
		||||
    if (typeof(listener) == "function") {
 | 
			
		||||
      return listener;
 | 
			
		||||
    } else {
 | 
			
		||||
      return function(info) {
 | 
			
		||||
        listener.handleEvent(info);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  wrapper_.registerOnContextLostListener = function(listener) {
 | 
			
		||||
    onLost_ = wrapEvent(listener);
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  wrapper_.registerOnContextRestoredListener = function(listener) {
 | 
			
		||||
    if (contextLost_) {
 | 
			
		||||
      nextOnRestored_ = wrapEvent(listener);
 | 
			
		||||
    } else {
 | 
			
		||||
      onRestored_ = wrapEvent(listener);
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  return wrapper_;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
return {
 | 
			
		||||
  /**
 | 
			
		||||
   * Initializes this module. Safe to call more than once.
 | 
			
		||||
   * @param {!WebGLRenderingContext} ctx A WebGL context. If
 | 
			
		||||
   *    you have more than one context it doesn't matter which one
 | 
			
		||||
   *    you pass in, it is only used to pull out constants.
 | 
			
		||||
   */
 | 
			
		||||
  'init': init,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Returns true or false if value matches any WebGL enum
 | 
			
		||||
   * @param {*} value Value to check if it might be an enum.
 | 
			
		||||
   * @return {boolean} True if value matches one of the WebGL defined enums
 | 
			
		||||
   */
 | 
			
		||||
  'mightBeEnum': mightBeEnum,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Gets an string version of an WebGL enum.
 | 
			
		||||
   *
 | 
			
		||||
   * Example:
 | 
			
		||||
   *   WebGLDebugUtil.init(ctx);
 | 
			
		||||
   *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
 | 
			
		||||
   *
 | 
			
		||||
   * @param {number} value Value to return an enum for
 | 
			
		||||
   * @return {string} The string version of the enum.
 | 
			
		||||
   */
 | 
			
		||||
  'glEnumToString': glEnumToString,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Converts the argument of a WebGL function to a string.
 | 
			
		||||
   * Attempts to convert enum arguments to strings.
 | 
			
		||||
   *
 | 
			
		||||
   * Example:
 | 
			
		||||
   *   WebGLDebugUtil.init(ctx);
 | 
			
		||||
   *   var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D);
 | 
			
		||||
   *
 | 
			
		||||
   * would return 'TEXTURE_2D'
 | 
			
		||||
   *
 | 
			
		||||
   * @param {string} functionName the name of the WebGL function.
 | 
			
		||||
   * @param {number} argumentIndx the index of the argument.
 | 
			
		||||
   * @param {*} value The value of the argument.
 | 
			
		||||
   * @return {string} The value as a string.
 | 
			
		||||
   */
 | 
			
		||||
  'glFunctionArgToString': glFunctionArgToString,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Given a WebGL context returns a wrapped context that calls
 | 
			
		||||
   * gl.getError after every command and calls a function if the
 | 
			
		||||
   * result is not NO_ERROR.
 | 
			
		||||
   *
 | 
			
		||||
   * You can supply your own function if you want. For example, if you'd like
 | 
			
		||||
   * an exception thrown on any GL error you could do this
 | 
			
		||||
   *
 | 
			
		||||
   *    function throwOnGLError(err, funcName, args) {
 | 
			
		||||
   *      throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" +
 | 
			
		||||
   *            funcName;
 | 
			
		||||
   *    };
 | 
			
		||||
   *
 | 
			
		||||
   *    ctx = WebGLDebugUtils.makeDebugContext(
 | 
			
		||||
   *        canvas.getContext("webgl"), throwOnGLError);
 | 
			
		||||
   *
 | 
			
		||||
   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
 | 
			
		||||
   * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
 | 
			
		||||
   *     to call when gl.getError returns an error. If not specified the default
 | 
			
		||||
   *     function calls console.log with a message.
 | 
			
		||||
   */
 | 
			
		||||
  'makeDebugContext': makeDebugContext,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Given a WebGL context returns a wrapped context that adds 4
 | 
			
		||||
   * functions.
 | 
			
		||||
   *
 | 
			
		||||
   * ctx.loseContext:
 | 
			
		||||
   *   simulates a lost context event.
 | 
			
		||||
   *
 | 
			
		||||
   * ctx.restoreContext:
 | 
			
		||||
   *   simulates the context being restored.
 | 
			
		||||
   *
 | 
			
		||||
   * ctx.registerOnContextLostListener(listener):
 | 
			
		||||
   *   lets you register a listener for context lost. Use instead
 | 
			
		||||
   *   of addEventListener('webglcontextlostevent', listener);
 | 
			
		||||
   *
 | 
			
		||||
   * ctx.registerOnContextRestoredListener(listener):
 | 
			
		||||
   *   lets you register a listener for context restored. Use
 | 
			
		||||
   *   instead of addEventListener('webglcontextrestored',
 | 
			
		||||
   *   listener);
 | 
			
		||||
   *
 | 
			
		||||
   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
 | 
			
		||||
   */
 | 
			
		||||
  'makeLostContextSimulatingContext': makeLostContextSimulatingContext,
 | 
			
		||||
 | 
			
		||||
  /**
 | 
			
		||||
   * Resets a context to the initial state.
 | 
			
		||||
   * @param {!WebGLRenderingContext} ctx The webgl context to
 | 
			
		||||
   *     reset.
 | 
			
		||||
   */
 | 
			
		||||
  'resetToInitialState': resetToInitialState
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
}();
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										197
									
								
								lib/webgl-utils.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										197
									
								
								lib/webgl-utils.js
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,197 @@
 | 
			
		||||
/*
 | 
			
		||||
 * 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.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * @fileoverview This file contains functions every webgl program will need
 | 
			
		||||
 * a version of one way or another.
 | 
			
		||||
 *
 | 
			
		||||
 * Instead of setting up a context manually it is recommended to
 | 
			
		||||
 * use. This will check for success or failure. On failure it
 | 
			
		||||
 * will attempt to present an approriate message to the user.
 | 
			
		||||
 *
 | 
			
		||||
 *       gl = WebGLUtils.setupWebGL(canvas);
 | 
			
		||||
 *
 | 
			
		||||
 * For animated WebGL apps use of setTimeout or setInterval are
 | 
			
		||||
 * discouraged. It is recommended you structure your rendering
 | 
			
		||||
 * loop like this.
 | 
			
		||||
 *
 | 
			
		||||
 *       function render() {
 | 
			
		||||
 *         window.requestAnimationFrame(render, canvas);
 | 
			
		||||
 *
 | 
			
		||||
 *         // do rendering
 | 
			
		||||
 *         ...
 | 
			
		||||
 *       }
 | 
			
		||||
 *       render();
 | 
			
		||||
 *
 | 
			
		||||
 * This will call your rendering function up to the refresh rate
 | 
			
		||||
 * of your display but will stop rendering if your app is not
 | 
			
		||||
 * visible.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
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) {
 | 
			
		||||
  var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-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);
 | 
			
		||||
           };
 | 
			
		||||
  })();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/** * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec. 
 | 
			
		||||
 * 
 | 
			
		||||
 * Cancels an animation frame request. 
 | 
			
		||||
 * Checks for cross-browser support, falls back to clearTimeout. 
 | 
			
		||||
 * @param {number}  Animation frame request. */
 | 
			
		||||
if (!window.cancelAnimationFrame) {
 | 
			
		||||
  window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||
 | 
			
		||||
                                 window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||
 | 
			
		||||
                                 window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||
 | 
			
		||||
                                 window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||
 | 
			
		||||
                                 window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||
 | 
			
		||||
                                 window.clearTimeout);
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user