/* * 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.requestAnimFrame(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 + '
' + '
' + '
'; }; /** * 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 = 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(""); } } 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. */ window.requestAnimFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) { window.setTimeout(callback, 1000/60); }; })();