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lib/cuon-matrix.js
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741
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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e[12] = -(right + left) * rw;
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e[13] = -(top + bottom) * rh;
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e[14] = -(far + near) * rd;
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e[15] = 1;
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return this;
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};
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/**
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* Multiply the orthographic projection matrix from the right.
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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.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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/**
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* Set the perspective 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 must be plus value.
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* @param far The distances to the farther depth clipping plane. This value must be plus value.
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* @return this
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*/
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Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) {
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var e, rw, rh, rd;
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if (left === right || top === bottom || near === far) {
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throw 'null frustum';
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}
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if (near <= 0) {
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throw 'near <= 0';
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}
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if (far <= 0) {
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throw 'far <= 0';
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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 * near * 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 * near * rh;
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e[ 6] = 0;
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e[ 7] = 0;
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e[ 8] = (right + left) * rw;
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e[ 9] = (top + bottom) * rh;
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e[10] = -(far + near) * rd;
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e[11] = -1;
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e[12] = 0;
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e[13] = 0;
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e[14] = -2 * near * far * rd;
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e[15] = 0;
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return this;
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};
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/**
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* Multiply the perspective projection matrix from the right.
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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 must be plus value.
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* @param far The distances to the farther depth clipping plane. This value must be plus value.
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* @return this
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*/
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Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) {
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return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far));
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};
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/**
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* Set the perspective projection matrix by fovy and aspect.
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* @param fovy The angle between the upper and lower sides of the frustum.
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* @param aspect The aspect ratio of the frustum. (width/height)
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* @param near The distances to the nearer depth clipping plane. This value must be plus value.
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* @param far The distances to the farther depth clipping plane. This value must be plus value.
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* @return this
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*/
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Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
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var e, rd, s, ct;
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if (near === far || aspect === 0) {
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throw 'null frustum';
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}
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if (near <= 0) {
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throw 'near <= 0';
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}
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if (far <= 0) {
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throw 'far <= 0';
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}
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fovy = Math.PI * fovy / 180 / 2;
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s = Math.sin(fovy);
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if (s === 0) {
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throw 'null frustum';
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}
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rd = 1 / (far - near);
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ct = Math.cos(fovy) / s;
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e = this.elements;
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e[0] = ct / aspect;
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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] = ct;
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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] = -(far + near) * rd;
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e[11] = -1;
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e[12] = 0;
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e[13] = 0;
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e[14] = -2 * near * far * rd;
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e[15] = 0;
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return this;
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};
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/**
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* Multiply the perspective projection matrix from the right.
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* @param fovy The angle between the upper and lower sides of the frustum.
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* @param aspect The aspect ratio of the frustum. (width/height)
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* @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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user