From 7dc5a32d0ddf6d618eb613889f022f6705475973 Mon Sep 17 00:00:00 2001 From: Brandon Poythress Date: Sat, 19 May 2018 06:32:07 -0400 Subject: [PATCH] first commit --- .DS_Store | Bin 0 -> 6148 bytes Color.js | 21 ++ DrawableObject.js | 18 + EventHandler.js | 116 +++++++ Freedom.js | 57 ++++ GPUMemManager.js | 154 +++++++++ IdGenerator.js | 15 + LabScene.js | 95 ++++++ Line.js | 23 ++ ModelObject.js | 21 ++ ModelState.js | 221 ++++++++++++ Plane.js | 138 ++++++++ Point.js | 28 ++ Portal.js | 43 +++ README.md | 90 +++++ Renderer.js | 302 ++++++++++++++++ Sketch.js | 30 ++ Surface.js | 22 ++ Test.js | 198 +++++++++++ Vertex.js | 17 + freedom.html | 46 +++ lib/IntersectionMath.js | 0 lib/cuon-matrix.js | 741 ++++++++++++++++++++++++++++++++++++++++ lib/cuon-utils.js | 113 ++++++ lib/webgl-debug.js | 677 ++++++++++++++++++++++++++++++++++++ lib/webgl-utils.js | 197 +++++++++++ test.html | 23 ++ 27 files changed, 3406 insertions(+) create mode 100644 .DS_Store create mode 100644 Color.js create mode 100644 DrawableObject.js create mode 100644 EventHandler.js create mode 100644 Freedom.js create mode 100644 GPUMemManager.js create mode 100644 IdGenerator.js create mode 100644 LabScene.js create mode 100644 Line.js create mode 100644 ModelObject.js create mode 100644 ModelState.js create mode 100644 Plane.js create mode 100644 Point.js create mode 100644 Portal.js create mode 100644 README.md create mode 100644 Renderer.js create mode 100644 Sketch.js create mode 100644 Surface.js create mode 100644 Test.js create mode 100644 Vertex.js create mode 100644 freedom.html create mode 100644 lib/IntersectionMath.js create mode 100755 lib/cuon-matrix.js create mode 100755 lib/cuon-utils.js create mode 100755 lib/webgl-debug.js create mode 100755 lib/webgl-utils.js create mode 100644 test.html diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000000000000000000000000000000000000..52b0f12a32391dfc4a72a1bc40d87970f6a4518f GIT binary patch literal 6148 zcmeH~JqiLr422W55Nx)zoW=uqgF*BJUO-kGVZlP|=jgutu;6MfA}^4{Q|0wh2JB=9o? z?A(SeSD}m~KmsH%60rY6ft%LU7V5ta1RnvQ3#8q!_E`d2ECH>lEfg7;Mk_R0)yELa zdpopbT}^GF(Jq?9hvu8rrWlw;yJ*1%rqzXk1V~^)U>^I<&i@1a)BHba;g$qQ;Lix? zVt?H4@KJfTzI~qMPnorKgG0R>;pGy5jUB~nxEr1qTR>}S3q=OTi-2QbAc3zEcmnFH B5n=!U literal 0 HcmV?d00001 diff --git a/Color.js b/Color.js new file mode 100644 index 0000000..0518062 --- /dev/null +++ b/Color.js @@ -0,0 +1,21 @@ +//Color.js +//Written by Brandon Poythress +//14MAY2018 +//Description: +//This class and global functions manage color in the program. + +//Color class +function Color(rIn,gIn,bIn,aIn){ + this.type = "Color"; + this.r = rIn; + this.g = gIn; + this.b = bIn; + this.a = aIn; +} + +//Basic colors are listed below. RGBA format +var RED = new Color(1.0, 0.0, 0.0, 1.0); +var GREEN = new Color(0.0, 1.0, 0.0, 1.0); +var BLUE = new Color(0.0, 0.0, 1.0, 1.0); +var BLACK = new Color(0.0, 0.0, 0.0, 1.0); +var WHITE = new Color(1.0, 1.0, 1.0, 1.0); \ No newline at end of file diff --git a/DrawableObject.js b/DrawableObject.js new file mode 100644 index 0000000..87b4edc --- /dev/null +++ b/DrawableObject.js @@ -0,0 +1,18 @@ +//DrawableObject.js +//Written by Brandon Poythress +//01MAY2018 + +function DrawableObject(colorIn){ + this.graphicsMemoryAddress = null; + this.killMe = false; + + this.color = new Color(colorIn.r, colorIn.g, colorIn.b, colorIn.a); +} + +//setter to change the color +DrawableObject.prototype.setColorByObject = function(colorIn){ + this.color.r = colorIn.r; + this.color.g = colorIn.g; + this.color.b = colorIn.b; + this.color.a = colorIn.a; +}; \ No newline at end of file diff --git a/EventHandler.js b/EventHandler.js new file mode 100644 index 0000000..90f8c77 --- /dev/null +++ b/EventHandler.js @@ -0,0 +1,116 @@ +//EventHandler.js +//Written by Brandon Poythress +//25APR2018 +//Description: +//This class handles all events + +function EventHandler(canvasIn, rendererIn, currentStateIn){ + + this.canvas = canvasIn; + this.renderer = rendererIn; + this.currentState = currentStateIn; + + //The EventHandler will hold on to a variable that contains the inverse perspective matrix + //of the renderer. The EventHandler will use this to give the currentState ray information + //that it can use to figure out what was clicked or hovered over. + this.inverseProjMatrix = new Matrix4(); + + //ray after normalizing + this.normalizedRay = new Vector4(); + + //ray after applying the inverse perspective matrix + this.eyeRay = new Vector4(); + + //event handlers---------------------------------------------------------------------- + + //window resize event + window.addEventListener('resize', function(){ + this.renderer.resizeCanvas(this.canvas);}.bind(this), + false); + + //mouse down event + this.canvas.addEventListener('mousedown', function(evt){ + this.handleMouseDown(evt); + }.bind(this), false); + + this.canvas.addEventListener('mouseup', function(evt){ + this.handleMouseUp(evt);}.bind(this), false); + + //keydown event + document.addEventListener('keydown', function(evt){ + this.handleKeyDown(evt); + }.bind(this), false); + + //keyup event + document.addEventListener('keyup', function(evt){ + this.handleKeyUp(evt); + }.bind(this), false); + + +} + +//Implementing mouseDown +EventHandler.prototype.handleMouseDown = function(evt){ + + +}; + +//Implementing mouseUp +EventHandler.prototype.handleMouseUp = function(evt){ + + //update the eyeRay variable so that it is ready to pass to the currentState + this.updateEyeRay(evt); + this.currentState.onMouseUp(evt, this.eyeRay); + +}; + +//Implementing keyDown +EventHandler.prototype.handleKeyDown = function(evt){ + this.currentState.onKeyDown(evt); +}; + +//Implementing keyUp +EventHandler.prototype.handleKeyUp = function(evt){ + this.currentState.onKeyUp(evt); +}; + +EventHandler.prototype.updateEyeRay = function(evt){ + //steps to create a ray + + //step 0: 2d viewpoint coordinates + var x = evt.x; + var y = evt.y; + var z = null; + var w = null; + + //Step 1 and 2: Make normalized Device Coordinates. x, y, and z + //now define a vector looking in the negative z direction + x = ((2.0 * x) / this.canvas.width) - 1.0; + y = 1.0 - ((2.0 * y) / this.canvas.height); + z = -1.0; + w = 1.0; + + this.normalizedRay.elements[0] = x; + this.normalizedRay.elements[1] = y; + this.normalizedRay.elements[2] = z; + this.normalizedRay.elements[3] = w; + + //console.log(this.normalizedRay); + + //Step 3: 4d Eye(Camera) Coordinates + this.inverseProjMatrix.setInverseOf(this.renderer.projMatrix); + + //console.log(this.inverseProjMatrix); + + + this.eyeRay = this.inverseProjMatrix.multiplyVector4(this.normalizedRay); + this.eyeRay.elements[2] = -1.0 + this.eyeRay.elements[3] = 0.0; + + //console.log(this.eyeRay); + + +}; + + + diff --git a/Freedom.js b/Freedom.js new file mode 100644 index 0000000..536cc6d --- /dev/null +++ b/Freedom.js @@ -0,0 +1,57 @@ +//Freedom.js +//Written by Brandon Poythress +//25APR2018 +//Description: +//This file is the main game loop + +//if there are textures you have to run a local server with the command: +// If Python version is 3.X +// python -m http.server +// If Python version is 2.X +// python -m SimpleHTTPServer + +debugging = true; + +function main(){ + //retrieve the canvas from the html file + var canvas = document.getElementById('webgl'); + if(!canvas){ + console.log('Failed to retrieve the element'); + return; + } + + //create the renderer instance + var renderer = new Renderer(canvas); + + //load state + var currentState = new ModelState(); + + //event handler + var eventHandler = new EventHandler(canvas, renderer, currentState); + + //size the canvase based on the current browser window size + renderer.resizeCanvas(canvas); + + //There will probably be a function call somewhere around here that loads + //existing saved data if there is any. + + //holds the time of last view update + var lastUpdate = Date.now(); + var currentTime = Date.now(); + var delta; + + //define the game Loop + var gameLoop = function(){ + currentTime = Date.now(); + delta = currentTime - lastUpdate; + lastUpdate = currentTime; + currentState.update(delta); + renderer.render(currentState, canvas); + requestAnimationFrame(gameLoop); + }; + + //starting the main game loop + gameLoop(); +} + + diff --git a/GPUMemManager.js b/GPUMemManager.js new file mode 100644 index 0000000..dc7e0cc --- /dev/null +++ b/GPUMemManager.js @@ -0,0 +1,154 @@ +//GPUMemManager.js +//Written by Brandon Poythress 4/17/18 +//Description: +//There needs to be a lot of thought put into this memory manager. right now it +//is good enough for development. once the program is working pretty well more +//attention should be given to this because the performance effects are significant. + +function GPUMemManager(gl){ + //set the current buffer size in bytes + this.INITIAL_BUFFER_SIZE = 1024; + this.BUFFER_GROW_SIZE = 1024; + + //the first block of memory takes up the entire buffer and is empty + //starting at address 0. + initialBlock = new MemoryBlock(0, this.INITIAL_BUFFER_SIZE); + initialBlock.isAvailable = true; + + //list of all memory blocks + this.blockList = []; + + //add the big empty block to the blockList + this.blockList.push(initialBlock); + + //create an empty buffer + this.graphicsBuffer = gl.createBuffer(); + if(!this.graphicsBuffer){ + console.log('Failed to create buffer object'); + return -1; + } + + //Bind the buffer object to the target + gl.bindBuffer(gl.ARRAY_BUFFER, this.graphicsBuffer); + + //Expand the buffer to its inital size in bytes + gl.bufferData(gl.ARRAY_BUFFER, this.INITIAL_BUFFER_SIZE, gl.DYNAMIC_DRAW); + + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); +} + +GPUMemManager.prototype.allocate = function(gl, vertexArray){ + //determine the size of the vertexArray in bytes + var vertArraySize = vertexArray.length * vertexArray.BYTES_PER_ELEMENT; + + //set the index of the new memory to an error value. + //this will only be corrected if memory is successfully allocated + var indexOfNewMemory = -1; + + //find a empty block of memory + for (var i=0; i=vertArraySize){ + + //store the original size of the available block + var sizeOfOldBlock = this.blockList[i].size; + + //if the required amount of memory is less than what is available + //in the block, then break up the block into two + if(this.blockList[i].size != vertArraySize){ + + //use the current unused block as the new block + this.blockList[i].size = vertArraySize; + this.blockList[i].isAvailable = false; + + //calculate the new location and size of the empty block + freeLocation = this.blockList[i].location + vertArraySize; + freeSize = sizeOfOldBlock - vertArraySize; + + //create the empty block + freeBlock = new MemoryBlock(freeLocation, freeSize); + freeBlock.isAvailable = true; + + //Push the empty block to the end of the stack + this.blockList.push(freeBlock); + + } else{ + + //if the new and old block are the same size, creation of new + //memory blocks is not necessary + this.blockList[i].isAvailable = false; + } + + //each drawable object will use index number instead of address + //to access it's memory block so they do not have to iterate through + //the blockList to find it + indexOfNewMemory = i; + + //allocate the memory in the GPU + gl.bindBuffer(gl.ARRAY_BUFFER, this.graphicsBuffer); + gl.bufferSubData(gl.ARRAY_BUFFER, this.blockList[i].location, vertexArray); + gl.bindBuffer(gl.ARRAY_BUFFER, null); + + //once memory has been allocated we can break out of the for loop + break; + + + } else if(i == this.blockList.length - 1) { + //if you dont break out of the foor loop before getting here, it means + //that there was not a block of memory available + console.log("Out of memory in the GPUMemoryManager. Need to expand memory"); + } + } + + return indexOfNewMemory; //if a negative number is returned there is a problem +}; + + +GPUMemManager.prototype.update = function(gl, object, vertexArray){ + + //first we must figure out is memory is already allocated or the object is new + if(object.graphicsMemoryAddress){ + //because the object already has a memory address/index, i am going to release it. + //each time I modify the vertices an existing object, I free its memory and rebuffer it. + //this helps with memory fragmentation. + this.blockList[object.graphicsMemoryAddress].isAvailable = true; + object.graphicsMemoryAddress = null; + }else{ + + } + + //then we figure out if the object is requesting deletion. If so we just return without + //allocating any more. + if(object.killMe){ + return; + } else { + object.graphicsMemoryAddress = this.allocate(gl, vertexArray); + } + + if(debugging){ + console.log("Memory Information:"); + for (var i=0; i element'); + return; + } + //get the rendering context + // var gl = getWebGLContext(canvas); + // if(!gl){ + // console.log('Failed to get the rendering context for WebGL'); + // return; + // } + + + //create the renderer instance + //var renderer = new Renderer(gl); + + + //load state + var currentState = new ModelState(); +} + +// //holds the time of last view update +// var lastUpdate = Date.now(); + + +// //draw state +// renderer.draw(currentState); + +// //define the game Loop +// var gameLoop = function(){ +// currentState.update(lastUpdate); +// renderer.render(currentState); +// requestAnimationFrame(gameLoop); +// }; + +// //starting the main game loop +// gameLoop(); +// } + +//////////////////////////////////////////////////////////////////////////////////// +//a reference game loop from google + + +// function update(progress) { +// // Update the state of the world for the elapsed time since last render +// } +// +// function draw() { +// // Draw the state of the world +// } +// +// function loop(timestamp) { +// var progress = timestamp - lastRender +// +// update(progress) +// draw() +// +// lastRender = timestamp +// window.requestAnimationFrame(loop) +// } +// var lastRender = 0 +// window.requestAnimationFrame(loop) +// +// + +//////////////////////////////////// + + + + + // Set the positions of vertices +// var n = initVertexBuffers(gl); +// if (n<0){ +// console.log('Failed to set the positions of the vertices'); +// return; +// } +// +// Get the storage location of u_ViewMatrix and u_ModelMatrix variable +// var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix'); +// var u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix'); +// +// Set the eye point, look at point, and up direction +// var viewMatrix = new Matrix4(); +// +// Register the event handler to be called on key press +// document.onkeydown = function(ev){ +// keydown(ev, gl, n, u_ViewMatrix, viewMatrix) +// }; +// +// var projMatrix = new Matrix4(); +// projMatrix.setOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 2.0); +// gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements); +// +// draw(gl, n, u_ViewMatrix, viewMatrix); +// +// +// +// } +// +// var g_eyeX = 0.20; +// var g_eyeY = 0.25; +// var g_eyeZ = 0.25; +// +// function keydown(ev, gl, n, u_ViewMatrix, viewMatrix){ +// if(ev.keyCode == 39){ +// g_eyeX += 0.01; +// } else if(ev.keyCode ==37){ +// g_eyeX -= 0.01; +// } else{ +// return; +// } +// draw(gl, n, u_ViewMatrix, viewMatrix); +// +// } +// +// function draw(gl, n, u_ViewMatrix, viewMatrix){ +// viewMatrix.setLookAt(g_eyeX, g_eyeY, g_eyeZ, 0, 0, 0, 0, 1, 0); +// gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements); +// gl.clear(gl.COLOR_BUFFER_BIT); +// gl.drawArrays(gl.TRIANGLES, 0, n); +// } +// +// function initVertexBuffers(gl){ +// var verticesColors = new Float32Array([ +// +// 0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green one +// -0.5, -0.5, -0.4, 0.4, 1.0, 0.4, +// 0.5, -0.5, -0.4, 1.0, 0.4, 0.4, +// +// 0.5, 0.4, -0.2, 1.0, 0.4, 0.4, // The middle yellow one +// -0.5, 0.4, -0.2, 1.0, 1.0, 0.4, +// 0.0, -0.6, -0.2, 1.0, 1.0, 0.4, +// +// 0.0, 0.5, 0.0, 0.4, 0.4, 1.0, // The front blue one +// -0.5, -0.5, 0.0, 0.4, 0.4, 1.0, +// 0.5, -0.5, 0.0, 1.0, 0.4, 0.4 +// ]); +// +// var n = 9; +// +// create buffer object +// var vertexColorBuffer = gl.createBuffer(); +// if(!vertexColorBuffer){ +// console.log('Failed to create buffer object'); +// return -1; +// } +// +// Bind the buffer object to the target +// gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer); +// +// Write data into the buffer object +// gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW); +// +// var FSIZE = verticesColors.BYTES_PER_ELEMENT; +// +// var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); +// if (a_Position<0){ +// console.log('Failed to get location of a_Position'); +// } +// +// var a_Color = gl.getAttribLocation(gl.program, 'a_Color'); +// if (a_Color<0){ +// console.log('Failed to get location of a_Color'); +// } +// +// Assign the buffer object to a_Position variable and enable it +// gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE*6, 0); +// gl.enableVertexAttribArray(a_Position); +// +// Assign the buffer object to a_TexCoord variable and enable it +// gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE*6, FSIZE*3); +// gl.enableVertexAttribArray(a_Color); +// +// Unbind the buffer object +// gl.bindBuffer(gl.ARRAY_BUFFER, null); +// +// return n; +// } + + + + + + + + \ No newline at end of file diff --git a/Vertex.js b/Vertex.js new file mode 100644 index 0000000..dd76996 --- /dev/null +++ b/Vertex.js @@ -0,0 +1,17 @@ +//Vertex.js +//Written by Brandon Poythress +//14MAY2018 +//Description: +//I found that it was necessary to separate vertices from points. +//Points are objects that are visible and selectable to the user. +//vertices are the building blocks for complex objects but +//are not necessarily viewable or able to be interacted with by +//the user. Each point will contain a vertex object, but +//every vertex will not be necessarily be a point. + +function Vertex(xIn, yIn, zIn){ + + this.x = xIn; + this.y = yIn; + this.z = zIn; +} \ No newline at end of file diff --git a/freedom.html b/freedom.html new file mode 100644 index 0000000..91b2ea0 --- /dev/null +++ b/freedom.html @@ -0,0 +1,46 @@ + + + + + CAD Like + + + + + + Please use a browser that supports "canvas" + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/lib/IntersectionMath.js b/lib/IntersectionMath.js new file mode 100644 index 0000000..e69de29 diff --git a/lib/cuon-matrix.js b/lib/cuon-matrix.js new file mode 100755 index 0000000..26585b7 --- /dev/null +++ b/lib/cuon-matrix.js @@ -0,0 +1,741 @@ +// cuon-matrix.js (c) 2012 kanda and matsuda +/** + * This is a class treating 4x4 matrix. + * This class contains the function that is equivalent to OpenGL matrix stack. + * The matrix after conversion is calculated by multiplying a conversion matrix from the right. + * The matrix is replaced by the calculated result. + */ + +/** + * Constructor of Matrix4 + * If opt_src is specified, new matrix is initialized by opt_src. + * Otherwise, new matrix is initialized by identity matrix. + * @param opt_src source matrix(option) + */ +var Matrix4 = function(opt_src) { + var i, s, d; + if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) { + s = opt_src.elements; + d = new Float32Array(16); + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + this.elements = d; + } else { + this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]); + } +}; + +/** + * Set the identity matrix. + * @return this + */ +Matrix4.prototype.setIdentity = function() { + var e = this.elements; + e[0] = 1; e[4] = 0; e[8] = 0; e[12] = 0; + e[1] = 0; e[5] = 1; 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; + return this; +}; + +/** + * Copy matrix. + * @param src source matrix + * @return this + */ +Matrix4.prototype.set = function(src) { + var i, s, d; + + s = src.elements; + d = this.elements; + + if (s === d) { + return; + } + + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + + return this; +}; + +/** + * Multiply the matrix from the right. + * @param other The multiply matrix + * @return this + */ +Matrix4.prototype.concat = function(other) { + var i, e, a, b, ai0, ai1, ai2, ai3; + + // Calculate e = a * b + e = this.elements; + a = this.elements; + b = other.elements; + + // If e equals b, copy b to temporary matrix. + if (e === b) { + b = new Float32Array(16); + for (i = 0; i < 16; ++i) { + b[i] = e[i]; + } + } + + for (i = 0; i < 4; i++) { + ai0=a[i]; ai1=a[i+4]; ai2=a[i+8]; ai3=a[i+12]; + e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3]; + e[i+4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7]; + e[i+8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11]; + e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15]; + } + + return this; +}; +Matrix4.prototype.multiply = Matrix4.prototype.concat; + +/** + * Multiply the three-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector3 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector3(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14]; + + return v; +}; + +/** + * Multiply the four-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector4 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector4(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14]; + result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15]; + + return v; +}; + +/** + * Transpose the matrix. + * @return this + */ +Matrix4.prototype.transpose = function() { + var e, t; + + e = this.elements; + + t = e[ 1]; e[ 1] = e[ 4]; e[ 4] = t; + t = e[ 2]; e[ 2] = e[ 8]; e[ 8] = t; + t = e[ 3]; e[ 3] = e[12]; e[12] = t; + t = e[ 6]; e[ 6] = e[ 9]; e[ 9] = t; + t = e[ 7]; e[ 7] = e[13]; e[13] = t; + t = e[11]; e[11] = e[14]; e[14] = t; + + return this; +}; + +/** + * Calculate the inverse matrix of specified matrix, and set to this. + * @param other The source matrix + * @return this + */ +Matrix4.prototype.setInverseOf = function(other) { + var i, s, d, inv, det; + + s = other.elements; + d = this.elements; + inv = new Float32Array(16); + + inv[0] = s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15] + + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10]; + inv[4] = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15] + - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10]; + inv[8] = s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15] + + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9]; + inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14] + - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9]; + + inv[1] = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15] + - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10]; + inv[5] = s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15] + + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10]; + inv[9] = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15] + - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9]; + inv[13] = s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14] + + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9]; + + inv[2] = s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15] + + s[5]*s[3]*s[14] + s[13]*s[2]*s[7] - s[13]*s[3]*s[6]; + inv[6] = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15] + - s[4]*s[3]*s[14] - s[12]*s[2]*s[7] + s[12]*s[3]*s[6]; + inv[10] = s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15] + + s[4]*s[3]*s[13] + s[12]*s[1]*s[7] - s[12]*s[3]*s[5]; + inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14] + - s[4]*s[2]*s[13] - s[12]*s[1]*s[6] + s[12]*s[2]*s[5]; + + inv[3] = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11] + - s[5]*s[3]*s[10] - s[9]*s[2]*s[7] + s[9]*s[3]*s[6]; + inv[7] = s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11] + + s[4]*s[3]*s[10] + s[8]*s[2]*s[7] - s[8]*s[3]*s[6]; + inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9] + s[4]*s[1]*s[11] + - s[4]*s[3]*s[9] - s[8]*s[1]*s[7] + s[8]*s[3]*s[5]; + inv[15] = s[0]*s[5]*s[10] - s[0]*s[6]*s[9] - s[4]*s[1]*s[10] + + s[4]*s[2]*s[9] + s[8]*s[1]*s[6] - s[8]*s[2]*s[5]; + + det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12]; + if (det === 0) { + return this; + } + + det = 1 / det; + for (i = 0; i < 16; i++) { + d[i] = inv[i] * det; + } + + return this; +}; + +/** + * Calculate the inverse matrix of this, and set to this. + * @return this + */ +Matrix4.prototype.invert = function() { + return this.setInverseOf(this); +}; + +/** + * Set the orthographic 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 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 + */ +Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) { + var e, rw, rh, rd; + + if (left === right || bottom === top || near === far) { + throw 'null frustum'; + } + + rw = 1 / (right - left); + rh = 1 / (top - bottom); + rd = 1 / (far - near); + + e = this.elements; + + e[0] = 2 * rw; + e[1] = 0; + e[2] = 0; + e[3] = 0; + + e[4] = 0; + e[5] = 2 * rh; + e[6] = 0; + e[7] = 0; + + e[8] = 0; + e[9] = 0; + e[10] = -2 * rd; + e[11] = 0; + + e[12] = -(right + left) * rw; + e[13] = -(top + bottom) * rh; + 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 + */ +Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) { + return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far)); +}; + +/** + * 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; +} diff --git a/lib/cuon-utils.js b/lib/cuon-utils.js new file mode 100755 index 0000000..3968d72 --- /dev/null +++ b/lib/cuon-utils.js @@ -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 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; +} diff --git a/lib/webgl-debug.js b/lib/webgl-debug.js new file mode 100755 index 0000000..2fd32de --- /dev/null +++ b/lib/webgl-debug.js @@ -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.} + */ +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 +}; + +}(); + diff --git a/lib/webgl-utils.js b/lib/webgl-utils.js new file mode 100755 index 0000000..4c63041 --- /dev/null +++ b/lib/webgl-utils.js @@ -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 '' + + '
' + msg + '
'; + return '' + + '' + + '
' + + '
' + + '
' + msg + '
' + + '
' + + '
'; +}; + +/** + * Mesasge for getting a webgl browser + * @type {string} + */ +var GET_A_WEBGL_BROWSER = '' + + 'This page requires a browser that supports WebGL.
' + + 'Click here to upgrade your browser.'; + +/** + * Mesasge for need better hardware + * @type {string} + */ +var OTHER_PROBLEM = '' + + "It doesn't appear your computer can support WebGL.
" + + 'Click here for more information.'; + +/** + * Creates a webgl context. If creation fails it will + * change the contents of the container of the + * 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 += "

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); +} \ No newline at end of file diff --git a/test.html b/test.html new file mode 100644 index 0000000..1ed463c --- /dev/null +++ b/test.html @@ -0,0 +1,23 @@ + + + + + Look At Triangles With Keys + + + + + Please use a browser that supports "canvas" + + + + + + + + + + + + + \ No newline at end of file