/* * 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. * @return {WebGLRenderingContext} The created context. */ var setupWebGL = function (canvas, opt_attribs) { function showLink(str) { var container = canvas.parentNode; if (container) { container.innerHTML = makeFailHTML(str); } }; if (!window.WebGLRenderingContext) { showLink(GET_A_WEBGL_BROWSER); return null; } var context = create3DContext(canvas, opt_attribs); if (!context) { showLink(OTHER_PROBLEM); } 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) { return window.setTimeout(callback, 1000 / 60); }; })(); /** * Provides cancelAnimationFrame in a cross browser way. */ window.cancelAnimFrame = (function () { return window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame || window.clearTimeout; })(); /* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ // 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); } }; /** * Wrapped error logging function. * @param {string} msg Message to log. */ var error = function (msg) { if (window.console && window.console.error) { window.console.error(msg); } else { log(msg); } }; /** * Which arguments are enums based on the number of arguments to the function. * So * 'texImage2D': { * 9: { 0:true, 2:true, 6:true, 7:true }, * 6: { 0:true, 2:true, 3:true, 4:true }, * }, * * means if there are 9 arguments then 6 and 7 are enums, if there are 6 * arguments 3 and 4 are enums * * @type {!Object.} */ var glValidEnumContexts = { // Generic setters and getters 'enable': { 1: { 0: true } }, 'disable': { 1: { 0: true } }, 'getParameter': { 1: { 0: true } }, // Rendering 'drawArrays': { 3: { 0: true } }, 'drawElements': { 4: { 0: true, 2: true } }, // Shaders 'createShader': { 1: { 0: true } }, 'getShaderParameter': { 2: { 1: true } }, 'getProgramParameter': { 2: { 1: true } }, 'getShaderPrecisionFormat': { 2: { 0: true, 1: true } }, // Vertex attributes 'getVertexAttrib': { 2: { 1: true } }, 'vertexAttribPointer': { 6: { 2: true } }, // Textures 'bindTexture': { 2: { 0: true } }, 'activeTexture': { 1: { 0: true } }, 'getTexParameter': { 2: { 0: true, 1: true } }, 'texParameterf': { 3: { 0: true, 1: true } }, 'texParameteri': { 3: { 0: true, 1: true, 2: true } }, 'texImage2D': { 9: { 0: true, 2: true, 6: true, 7: true }, 6: { 0: true, 2: true, 3: true, 4: true } }, 'texSubImage2D': { 9: { 0: true, 6: true, 7: true }, 7: { 0: true, 4: true, 5: true } }, 'copyTexImage2D': { 8: { 0: true, 2: true } }, 'copyTexSubImage2D': { 8: { 0: true } }, 'generateMipmap': { 1: { 0: true } }, 'compressedTexImage2D': { 7: { 0: true, 2: true } }, 'compressedTexSubImage2D': { 8: { 0: true, 6: true } }, // Buffer objects 'bindBuffer': { 2: { 0: true } }, 'bufferData': { 3: { 0: true, 2: true } }, 'bufferSubData': { 3: { 0: true } }, 'getBufferParameter': { 2: { 0: true, 1: true } }, // Renderbuffers and framebuffers 'pixelStorei': { 2: { 0: true, 1: true } }, 'readPixels': { 7: { 4: true, 5: true } }, 'bindRenderbuffer': { 2: { 0: true } }, 'bindFramebuffer': { 2: { 0: true } }, 'checkFramebufferStatus': { 1: { 0: true } }, 'framebufferRenderbuffer': { 4: { 0: true, 1: true, 2: true } }, 'framebufferTexture2D': { 5: { 0: true, 1: true, 2: true } }, 'getFramebufferAttachmentParameter': { 3: { 0: true, 1: true, 2: true } }, 'getRenderbufferParameter': { 2: { 0: true, 1: true } }, 'renderbufferStorage': { 4: { 0: true, 1: true } }, // Frame buffer operations (clear, blend, depth test, stencil) 'clear': { 1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] } } }, 'depthFunc': { 1: { 0: true } }, 'blendFunc': { 2: { 0: true, 1: true } }, 'blendFuncSeparate': { 4: { 0: true, 1: true, 2: true, 3: true } }, 'blendEquation': { 1: { 0: true } }, 'blendEquationSeparate': { 2: { 0: true, 1: true } }, 'stencilFunc': { 3: { 0: true } }, 'stencilFuncSeparate': { 4: { 0: true, 1: true } }, 'stencilMaskSeparate': { 2: { 0: true } }, 'stencilOp': { 3: { 0: true, 1: true, 2: true } }, 'stencilOpSeparate': { 4: { 0: true, 1: true, 2: true, 3: true } }, // Culling 'cullFace': { 1: { 0: true } }, 'frontFace': { 1: { 0: true } }, // ANGLE_instanced_arrays extension 'drawArraysInstancedANGLE': { 4: { 0: true } }, 'drawElementsInstancedANGLE': { 5: { 0: true, 2: true } }, // EXT_blend_minmax extension 'blendEquationEXT': { 1: { 0: true } } }; /** * Map of numbers to names. * @type {Object} */ var glEnums = null; /** * Map of names to numbers. * @type {Object} */ var enumStringToValue = 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 = {}; enumStringToValue = {}; for (var propertyName in ctx) { if (typeof ctx[propertyName] == 'number') { glEnums[ctx[propertyName]] = propertyName; enumStringToValue[propertyName] = ctx[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) ? ("gl." + 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} numArgs the number of arguments passed to the 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, numArgs, argumentIndex, value) { var funcInfo = glValidEnumContexts[functionName]; if (funcInfo !== undefined) { var funcInfo = funcInfo[numArgs]; if (funcInfo !== undefined) { if (funcInfo[argumentIndex]) { if (typeof funcInfo[argumentIndex] === 'object' && funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) { var enums = funcInfo[argumentIndex]['enumBitwiseOr']; var orResult = 0; var orEnums = []; for (var i = 0; i < enums.length; ++i) { var enumValue = enumStringToValue[enums[i]]; if ((value & enumValue) !== 0) { orResult |= enumValue; orEnums.push(glEnumToString(enumValue)); } } if (orResult === value) { return orEnums.join(' | '); } else { return glEnumToString(value); } } else { return glEnumToString(value); } } } } if (value === null) { return "null"; } else if (value === undefined) { return "undefined"; } else { return value.toString(); } } /** * Converts the arguments of a WebGL function to a string. * Attempts to convert enum arguments to strings. * * @param {string} functionName the name of the WebGL function. * @param {number} args The arguments. * @return {string} The arguments as a string. */ function glFunctionArgsToString(functionName, args) { // apparently we can't do args.join(","); var argStr = ""; var numArgs = args.length; for (var ii = 0; ii < numArgs; ++ii) { argStr += ((ii == 0) ? '' : ', ') + glFunctionArgToString(functionName, numArgs, ii, args[ii]); } return argStr; }; function makePropertyWrapper(wrapper, original, propertyName) { //log("wrap prop: " + propertyName); wrapper.__defineGetter__(propertyName, function () { return original[propertyName]; }); // TODO(gmane): this needs to handle properties that take more than // one value? wrapper.__defineSetter__(propertyName, function (value) { //log("set: " + propertyName); original[propertyName] = value; }); } // Makes a function that calls a function on another object. function makeFunctionWrapper(original, functionName) { //log("wrap fn: " + functionName); var f = original[functionName]; return function () { //log("call: " + functionName); var result = f.apply(original, arguments); return result; }; } /** * 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. * @param {!function(funcName, args): void} opt_onFunc The * function to call when each webgl function is called. * You can use this to log all calls for example. * @param {!WebGLRenderingContext} opt_err_ctx The webgl context * to call getError on if different than ctx. */ function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) { opt_err_ctx = opt_err_ctx || ctx; init(ctx); opt_onErrorFunc = opt_onErrorFunc || function (err, functionName, args) { // apparently we can't do args.join(","); var argStr = ""; var numArgs = args.length; for (var ii = 0; ii < numArgs; ++ii) { argStr += ((ii == 0) ? '' : ', ') + glFunctionArgToString(functionName, numArgs, ii, args[ii]); } error("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 () { if (opt_onFunc) { opt_onFunc(functionName, arguments); } var result = ctx[functionName].apply(ctx, arguments); var err = opt_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') { if (propertyName != 'getExtension') { wrapper[propertyName] = makeErrorWrapper(ctx, propertyName); } else { var wrapped = makeErrorWrapper(ctx, propertyName); wrapper[propertyName] = function () { var result = wrapped.apply(ctx, arguments); return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx); }; } } else { makePropertyWrapper(wrapper, ctx, propertyName); } } // Override the getError function with one that returns our saved results. wrapper.getError = function () { for (var err in glErrorShadow) { if (glErrorShadow.hasOwnProperty(err)) { 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.width, ctx.canvas.height); 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 makeLostContextSimulatingCanvas(canvas) { var unwrappedContext_; var wrappedContext_; var onLost_ = []; var onRestored_ = []; var wrappedContext_ = {}; var contextId_ = 1; var contextLost_ = false; var resourceId_ = 0; var resourceDb_ = []; var numCallsToLoseContext_ = 0; var numCalls_ = 0; var canRestore_ = false; var restoreTimeout_ = 0; // Holds booleans for each GL error so can simulate errors. var glErrorShadow_ = {}; canvas.getContext = function (f) { return function () { var ctx = f.apply(canvas, arguments); // Did we get a context and is it a WebGL context? if (ctx instanceof WebGLRenderingContext) { if (ctx != unwrappedContext_) { if (unwrappedContext_) { throw "got different context" } unwrappedContext_ = ctx; wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_); } return wrappedContext_; } return ctx; } }(canvas.getContext); function wrapEvent(listener) { if (typeof (listener) == "function") { return listener; } else { return function (info) { listener.handleEvent(info); } } } var addOnContextLostListener = function (listener) { onLost_.push(wrapEvent(listener)); }; var addOnContextRestoredListener = function (listener) { onRestored_.push(wrapEvent(listener)); }; function wrapAddEventListener(canvas) { var f = canvas.addEventListener; canvas.addEventListener = function (type, listener, bubble) { switch (type) { case 'webglcontextlost': addOnContextLostListener(listener); break; case 'webglcontextrestored': addOnContextRestoredListener(listener); break; default: f.apply(canvas, arguments); } }; } wrapAddEventListener(canvas); canvas.loseContext = function () { if (!contextLost_) { contextLost_ = true; numCallsToLoseContext_ = 0; ++contextId_; while (unwrappedContext_.getError()); clearErrors(); glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true; var event = makeWebGLContextEvent("context lost"); var callbacks = onLost_.slice(); setTimeout(function () { //log("numCallbacks:" + callbacks.length); for (var ii = 0; ii < callbacks.length; ++ii) { //log("calling callback:" + ii); callbacks[ii](event); } if (restoreTimeout_ >= 0) { setTimeout(function () { canvas.restoreContext(); }, restoreTimeout_); } }, 0); } }; canvas.restoreContext = function () { if (contextLost_) { if (onRestored_.length) { setTimeout(function () { if (!canRestore_) { throw "can not restore. webglcontestlost listener did not call event.preventDefault"; } freeResources(); resetToInitialState(unwrappedContext_); contextLost_ = false; numCalls_ = 0; canRestore_ = false; var callbacks = onRestored_.slice(); var event = makeWebGLContextEvent("context restored"); for (var ii = 0; ii < callbacks.length; ++ii) { callbacks[ii](event); } }, 0); } } }; canvas.loseContextInNCalls = function (numCalls) { if (contextLost_) { throw "You can not ask a lost contet to be lost"; } numCallsToLoseContext_ = numCalls_ + numCalls; }; canvas.getNumCalls = function () { return numCalls_; }; canvas.setRestoreTimeout = function (timeout) { restoreTimeout_ = timeout; }; 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 glErrorShadow_[k]; } } function loseContextIfTime() { ++numCalls_; if (!contextLost_) { if (numCallsToLoseContext_ == numCalls_) { canvas.loseContext(); } } } // Makes a function that simulates WebGL when out of context. function makeLostContextFunctionWrapper(ctx, functionName) { var f = ctx[functionName]; return function () { // log("calling:" + functionName); // Only call the functions if the context is not lost. loseContextIfTime(); if (!contextLost_) { //if (!checkResources(arguments)) { // glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true; // return; //} var result = f.apply(ctx, arguments); return result; } }; } function freeResources() { for (var ii = 0; ii < resourceDb_.length; ++ii) { var resource = resourceDb_[ii]; if (resource instanceof WebGLBuffer) { unwrappedContext_.deleteBuffer(resource); } else if (resource instanceof WebGLFramebuffer) { unwrappedContext_.deleteFramebuffer(resource); } else if (resource instanceof WebGLProgram) { unwrappedContext_.deleteProgram(resource); } else if (resource instanceof WebGLRenderbuffer) { unwrappedContext_.deleteRenderbuffer(resource); } else if (resource instanceof WebGLShader) { unwrappedContext_.deleteShader(resource); } else if (resource instanceof WebGLTexture) { unwrappedContext_.deleteTexture(resource); } } } function makeWebGLContextEvent(statusMessage) { return { statusMessage: statusMessage, preventDefault: function () { canRestore_ = true; } }; } return canvas; function makeLostContextSimulatingContext(ctx) { // copy all functions and properties to wrapper for (var propertyName in ctx) { if (typeof ctx[propertyName] == 'function') { wrappedContext_[propertyName] = makeLostContextFunctionWrapper( ctx, propertyName); } else { makePropertyWrapper(wrappedContext_, ctx, propertyName); } } // Wrap a few functions specially. wrappedContext_.getError = function () { loseContextIfTime(); if (!contextLost_) { var err; while (err = unwrappedContext_.getError()) { glErrorShadow_[err] = true; } } for (var err in glErrorShadow_) { if (glErrorShadow_[err]) { delete glErrorShadow_[err]; return err; } } return wrappedContext_.NO_ERROR; }; var creationFunctions = [ "createBuffer", "createFramebuffer", "createProgram", "createRenderbuffer", "createShader", "createTexture" ]; for (var ii = 0; ii < creationFunctions.length; ++ii) { var functionName = creationFunctions[ii]; wrappedContext_[functionName] = function (f) { return function () { loseContextIfTime(); 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]; wrappedContext_[functionName] = function (f) { return function () { loseContextIfTime(); if (contextLost_) { return null; } return f.apply(ctx, arguments); } }(wrappedContext_[functionName]); } var isFunctions = [ "isBuffer", "isEnabled", "isFramebuffer", "isProgram", "isRenderbuffer", "isShader", "isTexture" ]; for (var ii = 0; ii < isFunctions.length; ++ii) { var functionName = isFunctions[ii]; wrappedContext_[functionName] = function (f) { return function () { loseContextIfTime(); if (contextLost_) { return false; } return f.apply(ctx, arguments); } }(wrappedContext_[functionName]); } wrappedContext_.checkFramebufferStatus = function (f) { return function () { loseContextIfTime(); if (contextLost_) { return wrappedContext_.FRAMEBUFFER_UNSUPPORTED; } return f.apply(ctx, arguments); }; }(wrappedContext_.checkFramebufferStatus); wrappedContext_.getAttribLocation = function (f) { return function () { loseContextIfTime(); if (contextLost_) { return -1; } return f.apply(ctx, arguments); }; }(wrappedContext_.getAttribLocation); wrappedContext_.getVertexAttribOffset = function (f) { return function () { loseContextIfTime(); if (contextLost_) { return 0; } return f.apply(ctx, arguments); }; }(wrappedContext_.getVertexAttribOffset); wrappedContext_.isContextLost = function () { return contextLost_; }; return wrappedContext_; } } 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', 2, 0, gl.TEXTURE_2D); * * would return 'TEXTURE_2D' * * @param {string} functionName the name of the WebGL function. * @param {number} numArgs The number of arguments * @param {number} argumentIndx the index of the argument. * @param {*} value The value of the argument. * @return {string} The value as a string. */ 'glFunctionArgToString': glFunctionArgToString, /** * Converts the arguments of a WebGL function to a string. * Attempts to convert enum arguments to strings. * * @param {string} functionName the name of the WebGL function. * @param {number} args The arguments. * @return {string} The arguments as a string. */ 'glFunctionArgsToString': glFunctionArgsToString, /** * 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. * @param {!function(funcName, args): void} opt_onFunc The * function to call when each webgl function is called. You * can use this to log all calls for example. */ 'makeDebugContext': makeDebugContext, /** * Given a canvas element returns a wrapped canvas element that will * simulate lost context. The canvas returned adds the following functions. * * loseContext: * simulates a lost context event. * * restoreContext: * simulates the context being restored. * * lostContextInNCalls: * loses the context after N gl calls. * * getNumCalls: * tells you how many gl calls there have been so far. * * setRestoreTimeout: * sets the number of milliseconds until the context is restored * after it has been lost. Defaults to 0. Pass -1 to prevent * automatic restoring. * * @param {!Canvas} canvas The canvas element to wrap. */ 'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas, /** * Resets a context to the initial state. * @param {!WebGLRenderingContext} ctx The webgl context to * reset. */ 'resetToInitialState': resetToInitialState }; }(); /* * Copyright (C) 2009 Apple 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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. */ // // initWebGL // // Initialize the Canvas element with the passed name as a WebGL object and return the // WebGLRenderingContext. function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth) { var canvas = document.getElementById(canvasName); return gl = WebGLUtils.setupWebGL(canvas); } function log(msg) { if (window.console && window.console.log) { window.console.log(msg); } } // Load shaders with the passed names and create a program with them. Return this program // in the 'program' property of the returned context. // // For each string in the passed attribs array, bind an attrib with that name at that index. // Once the attribs are bound, link the program and then use it. // // Set the clear color to the passed array (4 values) and set the clear depth to the passed value. // Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) // // A console function is added to the context: console(string). This can be replaced // by the caller. By default, it maps to the window.console() function on WebKit and to // an empty function on other browsers. // function simpleSetup(gl, vshader, fshader, attribs, clearColor, clearDepth) { // create our shaders var vertexShader = loadShader(gl, vshader); var fragmentShader = loadShader(gl, fshader); // Create the program object var program = gl.createProgram(); // Attach our two shaders to the program gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); // Bind attributes for (var i = 0; i < attribs.length; ++i) gl.bindAttribLocation(program, i, attribs[i]); // Link the program gl.linkProgram(program); // Check the link status var linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked && !gl.isContextLost()) { // something went wrong with the link var error = gl.getProgramInfoLog(program); log("Error in program linking:" + error); gl.deleteProgram(program); gl.deleteProgram(fragmentShader); gl.deleteProgram(vertexShader); return null; } gl.useProgram(program); gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); gl.clearDepth(clearDepth); gl.enable(gl.DEPTH_TEST); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); return program; } // // loadShader // // 'shaderId' is the id of a